POV-Ray : Newsgroups : povray.general : best pattern for sea animation? Server Time
15 Nov 2024 05:18:23 EST (-0500)
  best pattern for sea animation? (Message 1 to 7 of 7)  
From: Rafal 'Raf256' Maj
Subject: best pattern for sea animation?
Date: 27 Nov 2004 15:29:12
Message: <Xns95AEDADA31372raf256com@203.29.75.35>
What pattern would You reccomend for open sea _animation_ ?

plane {
  y , 0 
  // ...
  normal { bozo translate clock*y }   
}

isnt too good... something better?   normal { waves phase clock } ?


-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Alain
Subject: Re: best pattern for sea animation?
Date: 27 Nov 2004 18:30:57
Message: <41a90e31$1@news.povray.org>
Rafal 'Raf256' Maj nous apporta ses lumieres ainsi en ce 2004-11-27 
15:29... :

>What pattern would You reccomend for open sea _animation_ ?
>
>plane {
>  y , 0 
>  // ...
>  normal { bozo translate clock*y }   
>}
>
>isnt too good... something better?   normal { waves phase clock } ?
>
>
>  
>
You can try an average of waves and crackle. Translate the waves pattern 
by a large value to get generaly straight waves.

Alain


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From: Anthony D  Baye
Subject: Re: best pattern for sea animation?
Date: 27 Nov 2004 20:47:26
Message: <41A92E2E.4BB82228@gold.sdsmt.edu>
Unless you're viewing the ocean from a distance, I wouldn't recommend
using a surface normal.  Also, normals don't animate very well up
close.  I'd recommend an Isosurface, or a height field, maybe even both
unless you're talking about very deep water and not shoals or reefs and
such.

Unfortunately, I've never been able to come up with a satisfactory
method for doing this, so you'll have to figure that out yourself unless
somebody else can tell you how to do it.

I did see an animation once, where someone had made the water ripple as
an object move in it, but I can't remember where I saw it.

I hope this helps somewhat.

ADB

Rafal 'Raf256' Maj wrote:

> What pattern would You reccomend for open sea _animation_ ?
>
> plane {
>   y , 0
>   // ...
>   normal { bozo translate clock*y }
> }
>
> isnt too good... something better?   normal { waves phase clock } ?
>
> --
> http://www.raf256.com/3d/
> Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
> Computer Graphics

--
//Anthony D. Baye, Student - Comp.Sci.
#default{pigment{rgb<0,.4,1>}finish{reflection 0.3 specular 0.6}}#macro
m(a,g,e)#local A=0;
#while(A<360)#local
am=a*.75;cylinder{vrotate(a*x,A*g*z),vrotate(am*x,(A+135)*g*z)e}
#local A=A+90;#end #local B=0;#while(B<360)sphere{a*x,e rotate
B/2*g*z}#local B=B+1;
#end #end m(2,1,.03)m(2,-1,.03)light_source{<-3,10,-15>,rgb
1}camera{location-7*z look_at 0}


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From: Slime
Subject: Re: best pattern for sea animation?
Date: 27 Nov 2004 22:24:58
Message: <41a9450a@news.povray.org>
> What pattern would You reccomend for open sea _animation_ ?
>   normal { bozo translate clock*y }

Try wrinkles. It's busier and works decently for a water surface if I
remember right. Otherwise, you might try f_hetero_mf or f_ridged_mf
functions in functions.inc.

 - Slime
 [ http://www.slimeland.com/ ]


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From: stm31415
Subject: Re: best pattern for sea animation?
Date: 27 Nov 2004 22:30:00
Message: <web.41a94559391135dccc0346870@news.povray.org>
You can make the water ripple under an object if you're using normals (put a
shape just .0001 above the water, and give it a different normal. It takes
a little work to get the right look). Unfortunately, as has been mentioned,
normals are not nearly as good looking as a heightfield or a isosurface of
the same function. I think I have an animation somewhere that sows a normal
ocean with a rippling object...Let me see...

-S
5TF!


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From: Rafal 'Raf256' Maj
Subject: Re: best pattern for sea animation?
Date: 28 Nov 2004 04:21:44
Message: <Xns95AF69AED7A13raf256com@203.29.75.35>
ant### [at] goldsdsmtedu news:41A92E2E.4BB82228@gold.sdsmt.edu

> Unless you're viewing the ocean from a distance, I wouldn't recommend
> using a surface normal.  Also, normals don't animate very well up
> close.  I'd recommend an Isosurface, or a height field, maybe even both
> unless you're talking about very deep water and not shoals or reefs and
> such.

Yeap, for distance this Pattern will be a normal, from close-up it will 
become height in height_field

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Eli
Subject: Re: best pattern for sea animation?
Date: 4 Dec 2004 18:29:18
Message: <41b2484e$1@news.povray.org>
Christoph Hormann has come up with a very good way of animating large waves 
and I used it for the IMP project.

Animation: http://imp.azurite.co.uk/media/animations/43.mpg - (720x480) - 
31.6 MB (33,214,033 bytes)

Zipped sources: http://www.imp.org/impfarm/jobs/43.zip - 181 KB 
(i-dont-wanna-calculate-so-you-do-it-yourself bytes)


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