POV-Ray : Newsgroups : povray.binaries.images : Bathtub - take 2 : Re: Bathtub - take 2 Server Time
1 Aug 2024 12:26:39 EDT (-0400)
  Re: Bathtub - take 2  
From: alphaQuad
Date: 18 Dec 2008 11:10:01
Message: <web.494a74056655db18fa0a4d5b0@news.povray.org>
"Cousin Ricky" <ric### [at] yahoocom> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> > Here's a Cousin Ricky norm and the one I did for the Lego pool.
> > not in that order
> >
> > #declare n_surface = normal {
> >          function { f_ridge (x, y, z, 0.1, 1.0, 7, 0.7, 0.7, 0) } 2
> > //   function { f_ridged_mf (x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2) } 2
> > }
>
> I got the 2nd function from Christoph Hormann's water tutorial.
>
> The "2" on the end is mine, though.  A plane with a surface normal is not
> realistic near the horizon.  I was spurred to investigate when the real-life
> sea outside my car window looked nothing like my render.  An isosurface (or
> height field) looked a lot more like the real thing.  The "2" was an attempt to
> compensate for the difference without giving up the speed advantage of a plane.


Thank you for adding that. Reflection was solid 30-40 yards away,
at a low angle, in the outdoor pool image. For a high angle on a small body,
surface norms would do fine... if I understand this ...


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