POV-Ray : Newsgroups : povray.binaries.images : Re: IsoStones : Re: IsoStones Server Time
5 Nov 2024 10:22:38 EST (-0500)
  Re: IsoStones  
From: Mike Williams
Date: 14 Sep 2005 12:17:56
Message: <43284d34@news.povray.org>
Wasn't it PM 2Ring who wrote:
>"Greg M. Johnson" <gregj;-)565### [at] aolcom> wrote:
>> It's nice.
>
>Thanks, Greg.
>
>> As a piece of art, however, I think it would look cool if you put one
>> "vectorish" texture in there, to let us know it's not a photo and provide
>> thematic contrast.
>
>Ok. However, this is just a demo, not the final scene, where I'll use
>isosurfaces for the water & sand. Also, I'm not sure what you mean by a
>'vectorish' texture. :) I guess it means something that's obviosly digital.
>
>> > This group of stones is a single isosurface. The wet sand is a
>> > normal-perturbed plane. The stone textures are the standard textures
>> > in stones.inc.
>
>> > Now I just need to figure out how to perturb the stones' positions a
bit
>
>Any hints on this, anyone? Calling Mike Williams...

The problem is that I can't perturb the stones very far without then hitting
the edges of the cells.

I switched off the shape variation and reduced the size of the stones and
pushed the position variation as large as it would go without any stones
going over the edge of their cells, and there's still not a lot of freedom
of movement.

The method I used was to use a cell pigment function
    #declare PF = function{pigment{cells scale 2*W}}
to apply a translation to each stone, a different translation in each cell
  function {
    f_r(f_modnoise(x+(PF(x,0,z).red-0.5)*P), y/H,
f_modnoise(-z+(PF(x,0,z).red-0.5)*P))
    - R
  }


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