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In article <397DA45B.6514AB60@my-dejanews.com>,
gre### [at] my-dejanews com wrote:
> I've always hated heightfields (read: never gotten good with them).
>
> I think humanity would ultimately be served by someone figuring out an
> algorithmic, mathematical way to "erode" a smooth rolling isosurface.
Maybe some kind of filter for 3df files? You could then use the 3df file
as input for a pigment function for the isosurface.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Ugh, that would require me understanding what the heck a 3df is.
;)
Chris Huff wrote:
> In article <397DA45B.6514AB60@my-dejanews.com>,
> gre### [at] my-dejanews com wrote:
>
> > I've always hated heightfields (read: never gotten good with them).
> >
> > I think humanity would ultimately be served by someone figuring out an
> > algorithmic, mathematical way to "erode" a smooth rolling isosurface.
>
> Maybe some kind of filter for 3df files? You could then use the 3df file
> as input for a pigment function for the isosurface.
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] mac com
> TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
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Chris Huff wrote:
>Maybe some kind of filter for 3df files? You could then use the 3df file
>as input for a pigment function for the isosurface.
>
I tried something but did not succeed. The idea was to take two df3-files
into a hexeditor, chop the header of, replace it with a tga header. Then
take both in ImageMagick and morph. Then do the header trick in the
opposite way for each resulting image.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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In article <397DA95A.B58E927B@my-dejanews.com>,
gre### [at] my-dejanews com wrote:
> Ugh, that would require me understanding what the heck a 3df is.
Yes...I suppose it would.
A 3df is a 3D Density File, sort of a 3D bitmap.(which I guess would
make POV a 3D vector format) Instead of storing polygons or other
shapes, it stores voxels, the 3D equivalent of a pixel.
POV has the ability to read these files as a pattern, so you can use
them as input for an isosurface. It also has interpolation features
which make lower-resolution 3df files useable.
I am currently working on a Mac modeller for 3df files...I thought this
might be a useful feature for it. The only real problem would be the
size of the file...though it would at least be smoother than a height
field, and could have things like caves.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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In article <8F7CA201Aseed7@204.213.191.228>, ing### [at] home nl (ingo)
wrote:
> I tried something but did not succeed. The idea was to take two df3-files
> into a hexeditor, chop the header of, replace it with a tga header. Then
> take both in ImageMagick and morph. Then do the header trick in the
> opposite way for each resulting image.
Seems it would be easier to just make a program output a stack of tga
files from a 3df file...anyway, what I was thinking of would be a real
3D filter designed to do erosion on a 3df file. Maybe by using some kind
of particle effects to simulate where rain would fall and water would
flow, with each particle carrying some "soil" and depositing it when it
slows down. I've had some practice with particle systems lately. :-)
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Chris Huff wrote:
>
> Seems it would be easier to just make a program output a stack of tga
> files from a 3df file...anyway, what I was thinking of would be a real
> 3D filter designed to do erosion on a 3df file. Maybe by using some kind
> of particle effects to simulate where rain would fall and water would
> flow, with each particle carrying some "soil" and depositing it when it
> slows down. I've had some practice with particle systems lately. :-)
>
You must have a really fast computer to suggest those things...
Another nice thing about real 3d-erosion would be that you could easily add
support for layers of different materials with different erodability, you could
also think of tectonics, but i would suggest to by lots of RAM and a really fast
CPU first :-)
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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In article <397DB98D.FDD8D770@schunter.etc.tu-bs.de>,
chr### [at] gmx de wrote:
> You must have a really fast computer to suggest those things...
Well, depends on whether or not you consider a 266MHz PowerPC G3 "really
fast". I would call it "fairly fast", and more than adequate for most
uses, but for real number-crunching, you should get a 450MHz G4
Cube...or one of the dual-G4 Power Macs. :-)
> Another nice thing about real 3d-erosion would be that you could
> easily add support for layers of different materials with different
> erodability, you could also think of tectonics, but i would suggest
> to by lots of RAM and a really fast CPU first :-)
*Lots* of ram...since a 3df file is simply 256-bit grayscale, you would
need separate 3df files to specify those other variables. And to get a
large landscape, you would need a fairly high-res landscape file(the
others, like erodability maps, could be much lower resolution).
A 256*64*256 file would equal 4MB...3df doesn't have any compression.
And 512*128*512 would be 32MB. Good thing interpolation is available. :-)
It would help if someone developed a 3D-PNG format...3ng?...though RAM
would still be a problem. I have 96MB, and have bumped into the RAM
barrier a couple times(I have virtual memory set to the minimum, for
speed reasons).
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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On Tue, 25 Jul 2000 10:51:06 -0400, "Greg M. Johnson"
<gre### [at] my-dejanews com> wrote:
>Ugh, that would require me understanding what the heck a 3df is.
>
>;)
Chris means .df3 files used in the density_file pattern. Skim the
docs, the info is there.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usa net
TAG e-mail : pet### [at] tag povray org
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Chris Huff wrote:
>It would help if someone developed a 3D-PNG format...3ng?
Could you "abuse" animated png's (mng) for that?
Also you can stuff more than one image in a single tga (rl encoded) or
tiff file.
Ingo
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Pov-Ray : http://members.home.nl/seed7/
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In article <gfgrnsof2h6m7rhidfgnu0d91klqc3kr8q@4ax.com>, Peter Popov
<pet### [at] usa net> wrote:
> Chris means .df3 files used in the density_file pattern. Skim the
> docs, the info is there.
Er, yeah, .df3, .3df...
:-)
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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