POV-Ray : Newsgroups : povray.binaries.images : Bocce - WIP : Re: Bocce - WIP Server Time
10 Oct 2024 04:20:42 EDT (-0400)
  Re: Bocce - WIP  
From: Chris R
Date: 1 Jul 2024 11:05:00
Message: <web.6682c4dc2d85bd69caf2d0115cc1b6e@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
> > kurtz le pirate <kur### [at] gmailcom> wrote:
> > > On 24/06/2024 23:09, Chris R wrote:
> > > >
> > > >
> > > > If anyone is interested, you can find my "libisoshapes.inc" file that includes
> > > > implementations of most of the code from the Quilez article at
> > > > https://github.com/carath63/povlibrary
> > > >
> > >
> > > Very good job Chris.
> > > I love the way you create functions in "libfn.inc".
> > > I'd never have thought of untilizing a function for rotations.
> > > LOL !
> > >
> > >
> > > Still on the Inigo Quilez website, there's a page on colors pallets
> > > <https://iquilezles.org/articles/palettes/>.
> > >
> > >
> > >
> > > I had implemented his method for making color_maps.
> > > The code is attached.
> > >
> > >
> > >
> > > If you want to add it to your libraries.
> > >
> > >
> > >
> > >
> > >
> > > --
> > > Kurtz le pirate
> > > Compagnie de la Banquise
> >
> > Cool!  I will have to read the article first to understand it, but I will
> > definitely look into adding it to my libraries.
> >
> > If you pull the latest code, I have added more of the manipulation functions
> > from the article, including the straight combining (union, subtraction,
> > intersection), and smooth combining functions, with an extension for specifying
> > different mixing methods to create the union.  I added several of the examples
> > from his article on smooth min functions.
> >
> > I also added his extrusion and revolutions as a general purpose function, and in
> > the process updated libfn.inc to include 2D transformations for 2D functions,
> > which you need for those functions.
> >
> > I also found some typos and fixed them so everything I have tested works.
> >
> > I'm finding with these functions that I can use a reasonable accuracy value of
> > 0.01 but still get away with pretty low max_gradients, so they render pretty
> > quickly, and they all work really well with perturbations of the surface, which
> > is my main reason for modeling with isosurfaces in the first place.
> >
> > -- Chris R.
>
> Smooth union of cube and sphere with cosine-gradient pigments...
>
> -- Chris R.

One more, more realistic example of using the isosurface functions and a better
example of using the Cosine colormap generation.

-- Chris R.


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