POV-Ray : Newsgroups : povray.macintosh : Fading Normals Server Time
24 Nov 2024 08:32:06 EST (-0500)
  Fading Normals (Message 1 to 3 of 3)  
From: Josh Franklin
Subject: Fading Normals
Date: 8 Sep 1999 22:01:44
Message: <37D714C8.410A1FBC@yahoo.com>
Hi,

I'm trying to create a ripple effect. The ripple normal looks great for
my scene with a little tweaking, but there is one problem, I only want
one set of ripples that slowly dies down. I've tried using

normal {
 gradient (x*x) + (z*z) //keeps a circular shape rather than a square
 normal_map {
	[0.0 ripples 1]
	[1.0 ripples 0]   //problem is that this repeats whole thing
 }
}

that's not excatly it, but it gives you the gist of what I'm doing. I
want to know if there is a way I can get this effect by trying something
like this (which doesn't work):

normal { ripples (1/x) }

where the x is x location of the texture.

If anyone knows anyway to accomplish what I want, thanks in advance.

-Josh


Post a reply to this message

From: Chris Huff
Subject: Re: Fading Normals
Date: 9 Sep 1999 16:35:43
Message: <37D81A69.69DEC7C0@compuserve.com>
Try a normal_map of wood or onion normal with the sine_wave waveform
which blends to the same normal with a depth of 0.
I think this will work(UNTESTED):

normal {spherical   //Or cylinderical...
    normal_map {
        [0 wood 0 frequency 15]
        [1 wood 1 frequency 15]
    }
    //scale to right size and translate to desired position. Increase
the frequency of the wood pattern to get more waves.
}


Post a reply to this message

From: Josh English
Subject: Re: Fading Normals
Date: 14 Sep 1999 16:11:27
Message: <37DEAC0F.52C0DF70@spiritone.com>
This is the only way I can think of to do it. In fact I have an example
of this posted months ago in the animation's groups, possibly in scene
files as well. Of course, you can create more copies of the ripple with
the repeat warp feature

Chris Huff wrote:

> Try a normal_map of wood or onion normal with the sine_wave waveform
> which blends to the same normal with a depth of 0.
> I think this will work(UNTESTED):
>
> normal {spherical   //Or cylinderical...
>     normal_map {
>         [0 wood 0 frequency 15]
>         [1 wood 1 frequency 15]
>     }
>     //scale to right size and translate to desired position. Increase
> the frequency of the wood pattern to get more waves.
> }

--
Joshua English
eng### [at] spiritonecom
IQC: 1946299
"It's a thankless job, but I've got a lot of Karma to burn off."


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.