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On 07/07/2018 01:54, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>
>> Nice. :)
>
> Thanks :)
> It took me a little while, after a false-start, and a minor debugging or two,
> trying to figure out how to get the (sort of) either-or result of select() to
> work in a set of functions to divvy up the range into thirds.
> After that it was pretty straightforward to copy the formulas in the macro.
>
Colour me green with envy. :)
> Still wondering if this is in any way applicable to what you've done with the
> RGB channels of the DF3 files.
>
I don't think so unless you want to do it the hard way. :)
--
Regards
Stephen
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Stephen <mca### [at] aolcom> wrote:
> Colour me green with envy. :)
#declare envy = true;
#declare Colour = <0, 1, 0> * envy;
object {Stephen pigment {rgb Colour} }
:P
> I don't think so unless you want to do it the hard way. :)
This "other way" you speak of intrigues me.
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On 07/07/2018 14:56, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>
>> Colour me green with envy. :)
>
>
> #declare envy = true;
> #declare Colour = <0, 1, 0> * envy;
> object {Stephen pigment {rgb Colour} }
>
>
#declare Colour = <0.251,0.992,0.078> * envy;
> :P
>
And here is one I did earlier for a similar occasion. ;)
https://i.imgur.com/JXVnX.jpg
>
>
>> I don't think so unless you want to do it the hard way. :)
>
> This "other way" you speak of intrigues me.
>
There is no other way only MY way. :)
Seriously not really appropriate for what what I think jr wants to do.
Unless you wanted to put an emitting image/uv'd object, like a frame of
a 3D butterfly animation, in the media.
--
Regards
Stephen
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On 07/07/2018 01:48 PM, Stephen wrote:
>
> And here is one I did earlier for a similar occasion. ;)
>
> https://i.imgur.com/JXVnX.jpg
I think you need to bump up the frame rate on that one.
--
dik
Rendered 328976 of 330000 (99%)
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On 07/07/2018 19:09, dick balaska wrote:
> On 07/07/2018 01:48 PM, Stephen wrote:
>
>>
>> And here is one I did earlier for a similar occasion. ;)
>>
>> https://i.imgur.com/JXVnX.jpg
>
> I think you need to bump up the frame rate on that one.
>
>
f(frame rate) → ∞ as number of frames → 0
I can't do better than that. :)
--
Regards
Stephen
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hi,
"Bald Eagle" <cre### [at] netscapenet> wrote:
> So, I finally had a chance to dabble with this a bit.
> See what you think, and if this is going in the right direction.
nice. the colour changes are good, difficult to tell whether change is solely
due to crossing a stave, even having split the mp4 into frames (I think they're
not).
> I've got a media "staff" with some moving sphere "notes".
> The media is colored according to the x,y,z values of the bozo pattern, and the
> hue is detrmined by a set of functions that convert a value between 0-1 into a
> set of rgb functions (my set of functions to do the equivalent of the CH2RGB
> macro in colors.inc)
never used 'bozo'. have read the docs and still find it difficult to relate to
what we're seeing. there's also a remark about a default colour_map which only
confused things (for me) further.
in a previous post you write "..define different functions based upon the
"space" the notes are traveling through".
that sounds a good idea. how would that work? have an object, which has the
user_defined {} construct and is not visible, travel across various function
"spaces"? can this be discussed without descending into maths?? :-)
thanks + regards, jr.
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"jr" <cre### [at] gmailcom> wrote:
> nice. the colour changes are good, difficult to tell whether change is solely
> due to crossing a stave, even having split the mp4 into frames (I think they're
> not).
They're not. The color changes are solely dependent upon the pattern defined in
the media functions.
Bozo is a sort of smoothly changing noise function, AFAIK.
http://www.f-lohmueller.de/pov_tut/tex/tex_755e.htm
I tried playing around with other functions, and I saw that a real problem with
trying to change colors using RGb is that you get a lot of --- washed out
gray/cyan type colors, which is why I wanted full saturation HSV
> never used 'bozo'. have read the docs and still find it difficult to relate to
> what we're seeing. there's also a remark about a default colour_map which only
> confused things (for me) further.
Use POV-Ray's drop-down insert menu, go to Patterns1 and then select bozo
I rendered a test box with the default bozo pigment (attached)
> in a previous post you write "..define different functions based upon the
> "space" the notes are traveling through".
>
> that sounds a good idea. how would that work? have an object, which has the
> user_defined {} construct and is not visible, travel across various function
> "spaces"? can this be discussed without descending into maths?? :-)
Yes, which is exactly what is going on in the animation - though as you point
out, the execution kinda sucks.
I'll render another quick animation to see if I can better illustrate it.
Post a reply to this message
Attachments:
Download 'bozoexample.png' (40 KB)
Preview of image 'bozoexample.png'
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So, it was good that I revisited this, as there were some corrections I needed
to do, and the bozo pattern was pretty bad at showing what I wanted.
Here's an animation of a rolling sphere - the sphere travels through a long box,
and the coloration of the intersection of the sphere and box is determined by
the r, g, and b values calculated from the values of the agate pattern at each
point and converted to a [correct] HSV spectrum.
I hope you like it, and if you provide more of a description of what you're
envisioning, that would make implementing it much more straightforward. :)
(this is at 15 frames / sec - I can do it at 5 as well, but this looks much
smoother)
Back to work tomorrow :( but the heat has broken (for now) and hopefully the
rest of the week goes smoothly.
Hope everything is going well for you IRL.
Post a reply to this message
Attachments:
Download 'agatesphere.mp4.mpg' (465 KB)
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Here's the static box that the sphere travels through to show the full agate
pattern that the sphere translates through.
I hope that visually explains it a lot better.
I need to look back at what I did with crackle and wood to see how to define the
color map for some of the patterns, since I think I need to do the same thing
with bozo since it has a default color map.
Post a reply to this message
Attachments:
Download 'movingmedia.png' (79 KB)
Preview of image 'movingmedia.png'
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On 09/07/2018 00:40, Bald Eagle wrote:
>
> So, it was good that I revisited this, as there were some corrections I needed
> to do, and the bozo pattern was pretty bad at showing what I wanted.
>
> Here's an animation of a rolling sphere - the sphere travels through a long box,
> and the coloration of the intersection of the sphere and box is determined by
> the r, g, and b values calculated from the values of the agate pattern at each
> point and converted to a [correct] HSV spectrum.
>
> I hope you like it, and if you provide more of a description of what you're
> envisioning, that would make implementing it much more straightforward. :)
>
> (this is at 15 frames / sec - I can do it at 5 as well, but this looks much
> smoother)
>
> Back to work tomorrow :( but the heat has broken (for now) and hopefully the
> rest of the week goes smoothly.
> Hope everything is going well for you IRL.
>
Not a criticism but an observation.
What the animation looks like to me. Is that the sphere's media is in
"world space*" as opposed to "object space". There is no indication of
the sphere rolling.
My vision of what is required would be better shown using regular
patterns rather than random-ish ones.
Consider a sphere with a media based on a spiral density pattern rolling
through the box with a horizontal colour gradient. The resultant image
would be additive or subtractive.
My best guess from your description. It looks like you are doing it the
hard way. :)
*
"world space" & "object space" were terms used by Moray. In object space
the material moves with the object.
--
Regards
Stephen
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