POV-Ray : Newsgroups : povray.general : Spherical Landscapes : Re: Spherical Landscapes Server Time
10 Aug 2024 13:18:49 EDT (-0400)
  Re: Spherical Landscapes  
From: Mick Hazelgrove
Date: 23 Dec 1999 12:12:52
Message: <38625814@news.povray.org>
You can do it with a hf used as a isosurface pigment mapped onto a sphere.

I'll look it up and send  an example to you.

Mick

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Paul Vanukoff <van### [at] primenetcom> wrote in message
news:386252b0@news.povray.org...
>
> Hugo Elias has an interesting method to create spherical planetoids:
>
>   http://freespace.virgin.net/hugo.elias/models/m_landsp.htm
>
> I tried to implement his method by recursively splitting an object
(started
> as a sphere) in random halves, and scaling one half slightly larger than
the
> other, then doing it over and over again. The method seems to work at low
> iterations (<15), but when I went ahead and tried, say, 100 iterations, it
> was taking *forever* to parse, and never did start rendering, my computer
> locked on me, probably not enough memory. I'm interesting in implementing
> this technique in POV-Ray, does anyone have any ideas to use less memory
and
> speed it up? I have included my source.
>
> Or, does anyone have a better method to create planetoids such as these?
>
> --
> Paul Vanukoff
> van### [at] primenetcom
>
>
> // source follows //
>
>
> #include "colors.inc"
>
> #declare s1=seed(95937);
>
> #declare Planetary=
> sphere
> {
>     < 0, 0, 0> 1
> }
>
> #declare K=0;
> #while (K<15)        // number of iterations
>
> #declare rotX=360*rand(s1);
> #declare rotY=360*rand(s1);
> #declare rotZ=360*rand(s1);
>
> #declare HalfOne=
> intersection
> {
>     box
>     {
>         <-1.2,0,-1.2>,<1.2,1.2,1.2>
>         rotate <rotX, rotY, rotZ>
>     }
>
>     object
>     {
>         Planetary
>     }
>     scale 1.001
> }
>
> #declare HalfTwo=
> intersection
> {
>     box
>     {
>         <-1.2,-1.2,-1.2>,<1.2,0,1.2>
>         rotate <rotX, rotY, rotZ>
>     }
>
>     object
>     {
>         Planetary
>     }
>     scale 0.999
> }
>
> #declare Planetary=
> merge
> {
>     object
>     {
>         HalfOne
>     }
>
>     object
>     {
>         HalfTwo
>     }
> }
>
> #declare K=K+1;
> #end
>
> camera
> {
>     location < 0, 0, -3>
>     look_at < 0, 0, 0>
> }
>
> light_source
> {
>     < 0, 9, -3>
>     color White
> }
>
> light_source
> {
>     < 0, -9, 0>
>     color White/3
> }
>
> object
> {
>     Planetary
>
>     pigment
>     {
>         color White
>     }
> }
>
>


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