"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> I am not entirely sure if this function is really natural to a bathtube or
> any confined water surface, up to a certain scale. I think that wave and
> ripple are dominant, and often combined together. As an example, here
> follows the code I am currently experimenting with. The scaling is optional
> but can be used for fine-tuning the whole. Frequency and turbulence are the
> main parameters. Note also the difference in the rotation.
>
> // start of code
> #declare Bigripple =
> normal {
> waves 1
> frequency 6
> turbulence 0.8
> scale <0.5, 0.2, 0.2>*0.5
> translate -100*z
> rotate -30*y
> }
>
> #declare Smallripple =
> normal {
> ripples 1
> frequency 3
> turbulence 0.5
> scale <0.35, 0.25, 0.25>*0.2
> translate 100*z
> rotate -10*z
> }
>
> #declare RippleNorm =
> normal {
> average
> normal_map {
> [0.9 Bigripple]
> [0.8 Smallripple]
> }
> }
> // end of code
>
> Thomas
Today I tried to find a suitable replacement for my Lego water:
<web.49472c24399f7e1d778c150@news.povray.org>
I could not. I was able to make some watery chrome.
I'd love to see someone find something better than f_ridge for the Lego pool. I
doubt anyone can.
If you want to try, legoworld_pool.pov is in the legolib zip here:
http://home.earthlink.net/~openuniverse/
here's the norms you posted:
global_settings {
number_of_waves 1
RippleNorm 01
Bigripple 02
Smallripple 03
}
global_settings {
number_of_waves 2
RippleNorm 11
}
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