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5 Nov 2024 09:26:14 EST (-0500)
  ripples (Message 1 to 4 of 4)  
From: Jos Tellings
Subject: ripples
Date: 27 May 2003 14:22:05
Message: <3ed3accd$1@news.povray.org>
Hi,

I am making a water surface. I do that with a texture on a plane. I want
ripples around a stone in the water. How can I make ripples only there, and
not in the whole sea?

Thank you very much,

JT


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From: Tim Nikias v2 0
Subject: Re: ripples
Date: 27 May 2003 14:51:31
Message: <3ed3b3b3@news.povray.org>
Use a heightfield. Create a top-view
on the stone, make an image of that.
Now draw waves around the stone using
another layer, and just export the layer
of waves. Use that as basis for the heightfield.

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> Hi,
>
> I am making a water surface. I do that with a texture on a plane. I want
> ripples around a stone in the water. How can I make ripples only there,
and
> not in the whole sea?
>
> Thank you very much,
>
> JT
>
>


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From: Hughes, B 
Subject: Re: ripples
Date: 27 May 2003 15:29:19
Message: <3ed3bc8f@news.povray.org>
"Tim Nikias v2.0" <tim### [at] gmxde> wrote in message
news:3ed3b3b3@news.povray.org...
> Use a heightfield. Create a top-view
> on the stone, make an image of that.
> Now draw waves around the stone using
> another layer, and just export the layer
> of waves. Use that as basis for the heightfield.
> >
> > I am making a water surface. I do that with a texture on a plane. I want
> > ripples around a stone in the water. How can I make ripples only there,
> > and not in the whole sea?

Hmmmm. You could try something like what Tim said, to get an actual surface,
but no need to go into an image program when you could do it with an
isosurface (unless you want a quicker rendering time).

If all that's needed is a textured plane then the solution is very simple. A
normal_map can be used to limit the area where the ripples are located. For
a centered stone (of approx. 1 pov unit radius) it would go like this:

plane {y,0
    texture {
        pigment {rgbf 0.9}
        normal {
            spherical // only 1 pov unit radius
            normal_map {
                [0.9 ripples 0 scale 0.1] // outermost
                [1.0 ripples 1 scale 0.1] // innermost
                }
            scale 3// actual radius needed
            }
        finish {specular 1}
    }
}

Only an example though and would require plenty of change to be adjusted for
the scene, but that's the basic idea.


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From: Christopher James Huff
Subject: Re: ripples
Date: 29 May 2003 09:49:07
Message: <cjameshuff-47711C.08503729052003@netplex.aussie.org>
In article <3ed3bc8f@news.povray.org>,
 "Hughes, B." <omn### [at] charternet> wrote:

> Hmmmm. You could try something like what Tim said, to get an actual surface,
> but no need to go into an image program when you could do it with an
> isosurface (unless you want a quicker rendering time).

You could use function_image to do the same thing and still use the 
faster rendering height field object.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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