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I'm trying to put waves on water that appears random but is in fact
repetitive. What works well is something like this:
plane {<0,1,0>, 0
texture {
pigment { rgb <0.2, 0.2, 0.2> }
normal { bumps 0.08 turbulence 0.6 }
finish {
ambient 0.05
diffuse 0.55
brilliance 6.0
phong 0.8
phong_size 120
reflection 0.6
}
}
}
The only problem with this is that "bumps" is a random function. I other
words the waves on my water is random over the entire surface. I want to be
able to do a cyclic animation where I have something like translate
<clock*2*pi, 0, 0> so that it appears as if I'm constantly moving over the
rippled water.
I hope I'm making sense.
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"deefstes" <nomail@nomail> wrote:
> I'm trying to put waves on water that appears random but is in fact
> repetitive. What works well is something like this:
>
> plane {<0,1,0>, 0
> texture {
> pigment { rgb <0.2, 0.2, 0.2> }
> normal { bumps 0.08 turbulence 0.6 }
> finish {
> ambient 0.05
> diffuse 0.55
> brilliance 6.0
> phong 0.8
> phong_size 120
> reflection 0.6
> }
> }
> }
>
> The only problem with this is that "bumps" is a random function. I other
> words the waves on my water is random over the entire surface. I want to be
> able to do a cyclic animation where I have something like translate
> <clock*2*pi, 0, 0> so that it appears as if I'm constantly moving over the
> rippled water.
>
> I hope I'm making sense.
Instead of bumps have you tried the ripples pattern? 3.5.11.29 Ripples. It
has a phase keyword that can be used to move the ripples outwards for
realistic animation.
Stephen
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"Stephen" <mcavoys_AT_aolDOT.com> wrote:
> Instead of bumps have you tried the ripples pattern? 3.5.11.29 Ripples. It
> has a phase keyword that can be used to move the ripples outwards for
> realistic animation.
>
> Stephen
Thanks, that is a good idea and I have considered it. In fact, I'm hoping to
still find a way that I can use it. My probem is just that it also is random
across the entire surface.
I am trying to find a surface over which I can move and that will repeat
every so many pixels. In other words, if I move the camera (or the surface
for that matter) with translate <clock*2*pi,0,0> for instance, I need it to
repeat after every iteration of clock*2*pi. It would be great if I could
then adjust the phase of the ripples to also repeat after every clock*2*pi
(at least I know how to do that).
The reason I'm trying to do this is because I am rendering a bird that's
flying over water. The wings are flapping nicely and everything is working
well but, when the animation jumps back to the beginning, even though the
flapping of the wings repeat seamlessly, the waves on the water jumps
because the last fame and the first frame don't follow on each other.
As a sde note, I have tried using bump_map but have not had any good looking
results. Even so, if it did work I'm not convinced that it would have
sufficed because it would look as if the bird is flying over water with
rigid waves that don't change. The phase property of ripples or waves would
be essential - if only I could find a way to cause ripples or waves to
repeat predictably over space.
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"deefstes" <nomail@nomail> wrote in message
news:web.457eb3097f4fb8d27201fb850@news.povray.org...
> I'm trying to put waves on water that appears random but is in fact
> repetitive. What works well is something like this:
>
> The only problem with this is that "bumps" is a random function. I other
> words the waves on my water is random over the entire surface. I want to
> be
> able to do a cyclic animation where I have something like translate
> <clock*2*pi, 0, 0> so that it appears as if I'm constantly moving over the
> rippled water.
>
> I hope I'm making sense.
>
You may want to consider rotating the texture around a centre some distance
above or below your plane, so the same texture comes round again once every
cycle. So if you use 'rotate 360*clock*x translate <0,100,-20>' the first
and last frame should turn out the same.
If the rotational centre you use for the texture is held above the camera
then it should look like the waves are coming towards you. If you've got
other items in the scene and you want it to look like you're moving over the
surface you can move the totational centre of the texture along to keep pace
with the camera while still rotating the texture. This should then look like
a constantly changing seascape with waves approaching you but it should get
over the cycle issue.
Hope I've explained this clearly.
Regards,
Chris B.
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"deefstes" <nomail@nomail> wrote:
> "Stephen" <mcavoys_AT_aolDOT.com> wrote:
> > Instead of bumps have you tried the ripples pattern? 3.5.11.29 Ripples. It
> > has a phase keyword that can be used to move the ripples outwards for
> > realistic animation.
> >
> > Stephen
>
> Thanks, that is a good idea and I have considered it. In fact, I'm hoping to
> still find a way that I can use it. My probem is just that it also is random
> across the entire surface.
>
Ah! The joys of cyclic animation. Water really is a difficult thing to do I
tried a cyclic biezier patch years ago and got no where. If ripple does not
Stephen
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On Tue, 12 Dec 2006 11:57:20 EST, "Stephen" <mcavoys_AT_aolDOT.com> wrote:
>Ah! The joys of cyclic animation. Water really is a difficult thing to do I
>tried a cyclic biezier patch years ago and got no where. If ripple does not
>
>Stephen
I did
I've posted an animation in p.b.a (Povray.binary.animations) that uses the waves
normal and phase. I've only changed your texture slightly by reducing the
reflection and the normal modifier.
#declare deefstes_Texture0 =
texture {
pigment {
color rgbft <0.200,0.200,0.200,0.413,0.000>
}
normal {
waves, 1.000
frequency 3.000
phase -clock
sine_wave
noise_generator 3
scale <10.000,1.000,3.000>
translate <-1000.000,0.000,-100.000>
turbulence <0.600,0.600,0.600>
octaves 6
lambda 2.000
omega 0.500
}
finish {
ambient rgb <0.050,0.050,0.050>
brilliance 6.000
crand 0.000
diffuse 0.550
metallic 0.000
phong 0.800
phong_size 120.000
specular 0.000
roughness 0.050
reflection {
rgb <0.200,0.250,0.300>, rgb <0.400,0.500,0.600>
fresnel 0
falloff 0.000
exponent 1.000
metallic 0.000
}
}
}
}
plane { // Sea
y , 0
texture{ deefstes_Texture0 }
}
Regards
Stephen
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Thanks for the help Stephen. I've had a look at your posting in p.b.a and it
does look good. I've tweaked the normal around a bit (ultimately opted for
ripples as opposed to waves inter alia) and came up with something that I'm
happy with... for now. I've posted my result in p.b.a if you want to have a
look.
What's interesting is that the ripples are still random over the surface of
the water but the way it moves when I clock the phase at least gives some
sort of an appearance of translational movement which is god enough (as I
said, for now).
Chris B, your suggestion sounds intriguing and somehow I think that's going
to be my ultimate sollution. To be honest though, I'm a little confused as
to how to go about rotating the texture around an axis above the surface.
I'll try to figure it out though but if you have more specific suggestions,
I'm all ears.
I had another idea also but, being a POVRay newbie, I'm not sure how to do
that either (or if it is even possible). I was thinking that, if I could
apply the ripples (or waves) function to the normal twice but the one being
offset by some distance horizontally. Then I can adjust their phase at the
same rate (with clock) and adjust their amplitude so that when clock=0, the
first ripple function will be at full amplitude and the second one at zero
and when clock=1 the first ripple function will be at zero amplitude and
the second one at full.
For arguments sake, let's say I render with +KI0 +KF1 +KFI0 +KFF15
now if one ripple is configured as:
texture { ripples clock phase clock }
and the second one:
texture { ripples 1-clock phase clock } translate <10, 0, 0>
Now, if I set up the camera to be something like
camera {
location <clock*10, 2, -15>
look_at <clock*10, 0, 0>
}
it should work, shouldn't it? Theonly question is, how do I add those two
textures together? My limited understanding of layered textures tells me
that one will always be on top of the other and therefor not really do the
trick.
Oh well, I've spent more time no this already than I really have available.
Cheers
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"deefstes" <nomail@nomail> wrote:
> Thanks for the help Stephen.
My pleasure, cyclic animations make you think.
> it should work, shouldn't it? Theonly question is, how do I add those two
> textures together? My limited understanding of layered textures tells me
> that one will always be on top of the other and therefor not really do the
> trick.
Use Average - 3.5.11.2 Average
> Oh well, I've spent more time no this already than I really have available.
>
Join the club :-)
Stephen
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"Stephen" <mcavoys_AT_aolDOT.com> wrote:
> Use Average - 3.5.11.2 Average
Sweet! I think this may be just what I need. I'll check it out.
Thanks again for the help.
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deefstes nous apporta ses lumieres en ce 13-12-2006 07:22:
> Thanks for the help Stephen. I've had a look at your posting in p.b.a and it
> does look good. I've tweaked the normal around a bit (ultimately opted for
> ripples as opposed to waves inter alia) and came up with something that I'm
> happy with... for now. I've posted my result in p.b.a if you want to have a
> look.
>
> What's interesting is that the ripples are still random over the surface of
> the water but the way it moves when I clock the phase at least gives some
> sort of an appearance of translational movement which is god enough (as I
> said, for now).
>
> Chris B, your suggestion sounds intriguing and somehow I think that's going
> to be my ultimate sollution. To be honest though, I'm a little confused as
> to how to go about rotating the texture around an axis above the surface.
> I'll try to figure it out though but if you have more specific suggestions,
> I'm all ears.
Rotate then translate the texture up some distance.
>
> I had another idea also but, being a POVRay newbie, I'm not sure how to do
> that either (or if it is even possible). I was thinking that, if I could
> apply the ripples (or waves) function to the normal twice but the one being
> offset by some distance horizontally. Then I can adjust their phase at the
> same rate (with clock) and adjust their amplitude so that when clock=0, the
> first ripple function will be at full amplitude and the second one at zero
> and when clock=1 the first ripple function will be at zero amplitude and
> the second one at full.
>
> For arguments sake, let's say I render with +KI0 +KF1 +KFI0 +KFF15
> now if one ripple is configured as:
> texture { ripples clock phase clock }
> and the second one:
> texture { ripples 1-clock phase clock } translate <10, 0, 0>
>
> Now, if I set up the camera to be something like
> camera {
> location <clock*10, 2, -15>
> look_at <clock*10, 0, 0>
> }
>
> it should work, shouldn't it? Theonly question is, how do I add those two
> textures together? My limited understanding of layered textures tells me
> that one will always be on top of the other and therefor not really do the
> trick.
Use the average "pattern". Then, use the clock to modulate the ponderation of
the two texture, one going from 0 to 1, the other from 1 to 0.
>
> Oh well, I've spent more time no this already than I really have available.
>
> Cheers
>
>
>
The waves and ripples patterns are essencialy identical, differing only by the
wave type. waves give smooth, more rounded, ondulations. ripples give a more
pronounced pattern.
--
Alain
-------------------------------------------------
Taoism: Shit happens.
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