POV-Ray : Newsgroups : povray.binaries.images : Crackle : Re: Crackle Server Time
19 Apr 2024 01:11:16 EDT (-0400)
  Re: Crackle  
From: Bald Eagle
Date: 14 Nov 2022 16:55:00
Message: <web.6372b903302862a41f9dae3025979125@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:

> Thanks, that's very helpful.

Well, I'm glad it's of _some_ use.  ;)

> I should probably spend some time looking over the
> source code more often.  My C++ is a little rusty from disuse, though.

I've learned a lot from reading through the source code, even though my cpp
knowledge is mostly acquired through hunt (online) and code, or writing Arduino
sketches.

> So, the _map entry based on the node point of the cell, and uses the noise
> generator chosen in your global options for the scene.  It doesn't appear there
> is a way to separately scale the node points for the call to the noise
> generator, so creating more randomness across neighboring cells is a matter of
> having fine-grained _maps to choose from.

There isn't any way (to my knowledge) to affect the distribution of random
points, which is why so many people have expressed interest over the years in
having an SDL version of the voronoi pattern.

I've had a lot of success (not 100%) with adapting ShaderToy code to SDL, so
maybe at some point I can figure out how to make a voronoi pattern in SDL based
on some of the scripts.

Maybe some of that will be clearer / of more use to you.

https://iquilezles.org/articles/voronoilines/
https://iquilezles.org/articles/smoothvoronoi/
https://iquilezles.org/articles/voronoise/

https://www.shadertoy.com/results?query=voronoi


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