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  How does one make realistic water? (Message 1 to 9 of 9)  
From: Tim Soderstrom
Subject: How does one make realistic water?
Date: 9 Jun 1999 00:04:44
Message: <375F3A9F.C6545FF4@sitc.net>
I've notice on many IRTC renderings that involve water that the water
looks like, well, water. When I use water (using normal{ ripples 0.15}
or something, maybe waves) I get those ugly circle boundaries. I've
tried making the pattern big, as well as the Number_Of_Waves setting,
but to no avail. So:

How does one make realistic 'wind blown' water like one sees in a pond
or on a calm day in the ocean? (Where all the waves move one way, not in
a circle)

Any help, at least a direction to a tutorial site, would be of help!

Tim Soderstrom
TigerHawk


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From: Gail Shaw
Subject: Re: How does one make realistic water?
Date: 9 Jun 1999 07:46:53
Message: <375e542d@news.povray.org>
Tim Soderstrom wrote in message <375F3A9F.C6545FF4@sitc.net>...
>I've notice on many IRTC renderings that involve water that the water
>looks like, well, water. When I use water (using normal{ ripples 0.15}
>or something, maybe waves) I get those ugly circle boundaries. I've
>tried making the pattern big, as well as the Number_Of_Waves setting,
>but to no avail. So:
>
>How does one make realistic 'wind blown' water like one sees in a pond
>or on a calm day in the ocean? (Where all the waves move one way, not in
>a circle)
>


Don't know of any tutorials offhand. There where some VERY good
water images posted in pov.binaries.images a week or so ago.
Have a look at those. Some of them had comments as to how they were
done, some had code iirc.

To get straight waves try something like this

plane {
 y,0
 texture  {
  pigment {  // whatever the water color is
  finish { // whatever the water finish is
  normal {
    ripples 0.3
    scale 3
    translate z*500    // this puts the origin for the ripples a long way
from the
                                     camera
  }
 }
}

That's 1 minute hacked together code, but you should get the idea.

Gail
*******************************************************************
* gsh### [at] monotixcoza              * ERROR: COFFEE.COM not found  *
* http://www.rucus.ru.ac.za/~gail/ * Insert cup and press any key *
*******************************************************************
   My Software never has bugs, It just develops random features
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From: Bob
Subject: Re: How does one make realistic water?
Date: 9 Jun 1999 09:34:29
Message: <375E6D45.6117BC9@aol.com>
But better yet to add 'turbulence n' into that normal as well. Using 'wrinkles' or
'dents' or 'bumps' and scaling longer on one axis can be a good simple way too.

Gail Shaw wrote:
> 
> To get straight waves try something like this
> 
> plane {
>  y,0
>  texture  {
>   pigment {  // whatever the water color is
>   finish { // whatever the water finish is
>   normal {
>     ripples 0.3
>     scale 3
>     translate z*500    // this puts the origin for the ripples a long way
> from the
>                                      camera
>   }
>  }
> }
> 
> That's 1 minute hacked together code, but you should get the idea.
> 
> Gail
> *******************************************************************
> * gsh### [at] monotixcoza              * ERROR: COFFEE.COM not found  *
> * http://www.rucus.ru.ac.za/~gail/ * Insert cup and press any key *
> *******************************************************************
>    My Software never has bugs, It just develops random features
> *******************************************************************

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto://inversez@aol.com?Subject=PoV-News


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From: Mick Hazelgrove
Subject: Re: How does one make realistic water?
Date: 9 Jun 1999 11:43:35
Message: <375e8ba7@news.povray.org>
hi

Both the previous answers are very good for very flat or distant water.
Close up you dont get waves showing up against objects, for this you need a
HF use the same patterns as above, mess with them in a good paint package,
soften or blur them a bit and you'll get good water. foam on the waves
though, well no one has managed that well in pov - yet!

Mick


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From: Tim Soderstrom
Subject: Re: How does one make realistic water?
Date: 9 Jun 1999 12:47:21
Message: <375FED5B.D6545411@sitc.net>
Mick Hazelgrove wrote:

> hi
>
> Both the previous answers are very good for very flat or distant water.
> Close up you dont get waves showing up against objects, for this you need a
> HF use the same patterns as above, mess with them in a good paint package,
> soften or blur them a bit and you'll get good water. foam on the waves
> though, well no one has managed that well in pov - yet!
>
> Mick

Yeah, normal maps look kinda funky like that. I tried using a checker pigment
with a ripple normal map (for a water plane) and it looked like water OVER the
checker plane...(it didn't look warped at all with the ripples). I'm not too
familiar with density, to be truthful - I just mostly use it for water =). I'm
strill trying to figure out media at the moment (trying to make a sun) and
that's annoying enough for me! :P

Thanks for the help, all of ya'll.....I think I will end up trying the
translated normal maps, because I have no objects that can be seen on the
water's edge, but I'll keep the HF idea in mind (may need it). I have also
heard of making an object using a sine-wave stype of thng. I can't remember
where I saw it, but it made rough, goopy looking, water. (I don't have the
source, so I don't know how he did it, heh)

Tim Soderstorm


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From: Jerry
Subject: Re: How does one make realistic water?
Date: 9 Jun 1999 15:42:18
Message: <jerry-0906991242170001@cerebus.acusd.edu>
In article <375FED5B.D6545411@sitc.net>, Tim Soderstrom
<Tig### [at] sitcnet> wrote:
>Thanks for the help, all of ya'll.....I think I will end up trying the
>translated normal maps, because I have no objects that can be seen on the
>water's edge, but I'll keep the HF idea in mind (may need it). I have also
>heard of making an object using a sine-wave stype of thng. I can't remember
>where I saw it, but it made rough, goopy looking, water. (I don't have the
>source, so I don't know how he did it, heh)

This is what I used for the "History" round. Not goopy looking, I don't
think, but otherwise fits your description :*)

//the water's surface
plane {
   y,0
   texture {
      pigment {
         color White filter .5
      }
      normal {
         gradient x, 3
         sine_wave
         turbulence <.4,.1,0>
         scale <2,1,2>
      }
      finish {
         reflection .7
         specular 0.4
         roughness 0.2
      }

   }
}

//the seabed
plane {
   y,-5
   texture {
      pigment {
         color Tan*.25
      }
      normal {
         gradient x, 1
         sine_wave
         turbulence <.3,.1,0>
      }
      finish {
         ambient .5
      }
   }
}


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From: Tim Soderstrom
Subject: Re: How does one make realistic water?
Date: 10 Jun 1999 13:57:08
Message: <37614F67.CCCBA70E@sitc.net>
Which picture was yours? I might go view it, then. (I haven't looked that them
in a while - I only remember the Zepplens  =)

Tim Soderstrom

Jerry wrote:

> In article <375FED5B.D6545411@sitc.net>, Tim Soderstrom
> <Tig### [at] sitcnet> wrote:
> >Thanks for the help, all of ya'll.....I think I will end up trying the
> >translated normal maps, because I have no objects that can be seen on the
> >water's edge, but I'll keep the HF idea in mind (may need it). I have also
> >heard of making an object using a sine-wave stype of thng. I can't remember
> >where I saw it, but it made rough, goopy looking, water. (I don't have the
> >source, so I don't know how he did it, heh)
>
> This is what I used for the "History" round. Not goopy looking, I don't
> think, but otherwise fits your description :*)
>
> //the water's surface
> plane {
>    y,0
>    texture {
>       pigment {
>          color White filter .5
>       }
>       normal {
>          gradient x, 3
>          sine_wave
>          turbulence <.4,.1,0>
>          scale <2,1,2>
>       }
>       finish {
>          reflection .7
>          specular 0.4
>          roughness 0.2
>       }
>
>    }
> }
>
> //the seabed
> plane {
>    y,-5
>    texture {
>       pigment {
>          color Tan*.25
>       }
>       normal {
>          gradient x, 1
>          sine_wave
>          turbulence <.3,.1,0>
>       }
>       finish {
>          ambient .5
>       }
>    }
> }


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From: Jerry
Subject: Re: How does one make realistic water?
Date: 11 Jun 1999 14:22:32
Message: <jerry-1106991122330001@cerebus.acusd.edu>
In article <37614F67.CCCBA70E@sitc.net>, Tim Soderstrom
<Tig### [at] sitcnet> wrote:

>Which picture was yours? I might go view it, then. (I haven't looked that them
>in a while - I only remember the Zepplens  =)

The "Broken Bridges" entry with the United States and Confederate flag in
it. You aren't going to see a whole lot of the water, as it is covered in
fog.

Jerry


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From: Matt Giwer
Subject: Re: How does one make realistic water?
Date: 29 Jun 1999 19:55:17
Message: <37795D01.BE9872AD@giwersworld.org>
Tim Soderstrom wrote:

> I've notice on many IRTC renderings that involve water that the water
> looks like, well, water. When I use water (using normal{ ripples 0.15}
> or something, maybe waves) I get those ugly circle boundaries. I've
> tried making the pattern big, as well as the Number_Of_Waves setting,
> but to no avail. So:

	Look into turbulence if it is only the circles bothering you.
And when using the components of turbulence play with scale also. 

> How does one make realistic 'wind blown' water like one sees in a pond
> or on a calm day in the ocean? (Where all the waves move one way, not in
> a circle)

> Any help, at least a direction to a tutorial site, would be of help!

	Given the near infinite looks for water, which of them are you
interested in trying to achieve? Windblown water? Lake, river,
ocean? Near or away from shore? Open sea? 

	Windblown? What is the wind speed? Whitecaps? With a little
practice at sea you can estimate wind speed within 5 knots or so
by looking at the water. 

	And then if a panoramic scene including near and far from shore,
I can't remember seeing anyone tackling that difference. I have
yet to see any of the protruding rock scenes even consider the
difference in wave near the rocks than away from them. And that
is just in calm water. 

	If I were serious about tackling that problem I would see if I
could change turbulence as a function of distance from the rock
in some manner.

	What I have seen are very small scenes such as the Nov-Dec98 (?)
winner where it happens to be possible to make a water that
appears to work. 

-- 
<blink>-------please--don't-----------------</blink>

http://www.giwersworld.org/artsii/

Finally up on 99/06/22 updated 06/28


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