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From: Tor Olav Kristensen
Subject: Delving into the bozo world (144KB)
Date: 17 Oct 2000 10:01:12
Message: <39EC223E.51300FC7@hotmail.com>
Yesterday I took some time off from my old CSG-macros to
explore the bozo pattern.

Here's an image from this journey.
(The camera was placed inside the pattern.)

In this scene there are several hundred million spheres generated
by only one iso-surface.

Parsing time was a fraction of a second and rendering time was
about 2.6 hours on an AMD K6@200MHz

The image is best viewed with the lights in the room switched off.

Any comments ?


Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


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bozo04.jpg


 

From: Christoph Hormann
Subject: Re: Delving into the bozo world (144KB)
Date: 17 Oct 2000 11:31:43
Message: <39EC389F.526A4346@schunter.etc.tu-bs.de>
Tor Olav Kristensen wrote:
> 
> Yesterday I took some time off from my old CSG-macros to
> explore the bozo pattern.
> 
> Here's an image from this journey.
> (The camera was placed inside the pattern.)
> 
> In this scene there are several hundred million spheres generated
> by only one iso-surface.

Don't tell me you counted them ;-)

> 
> Parsing time was a fraction of a second and rendering time was
> about 2.6 hours on an AMD K6@200MHz
> 
> The image is best viewed with the lights in the room switched off.
> 
> Any comments ?
> 

It looks good, i suspect it's made with no_shadow modifier.

A flythrough animation would be great, but 2.6 hours/frame would be quite a
lot.  

BTW, you said it's a bozo pattern so you probably use a pigment function which
is slower than the plain noise3d although it should lead to identical results.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


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From: ian mcdonald
Subject: Re: Delving into the bozo world (144KB)
Date: 17 Oct 2000 15:30:24
Message: <39ec7090@news.povray.org>
Interesting. :)
I would have used shades of grey, as red and blue 'hurt' to look at.

How did you position the spheres according to the isosurface?

ian

Tor Olav Kristensen <tor### [at] hotmailcom> wrote in message
news:39EC223E.51300FC7@hotmail.com...


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From: David Fontaine
Subject: Re: Delving into the bozo world (144KB)
Date: 17 Oct 2000 21:50:19
Message: <39ECC714.CC5CF5C8@faricy.net>
The beauty of mathmatics? Maybe...

Neat idea.

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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From: Tor Olav Kristensen
Subject: Re: Delving into the bozo world (144KB)
Date: 17 Oct 2000 23:34:24
Message: <39ECE0E9.305975BC@hotmail.com>
Christoph Hormann wrote:

> Tor Olav Kristensen wrote:
> >
> > Yesterday I took some time off from my old CSG-macros to
> > explore the bozo pattern.
> >
> > Here's an image from this journey.
> > (The camera was placed inside the pattern.)
> >
> > In this scene there are several hundred million spheres generated
> > by only one iso-surface.
>
> Don't tell me you counted them ;-)

Actually I tried to calculate how many there are.
I estimated the number of spheres in this scene to be about 10^10.


> ...
> It looks good, i suspect it's made with no_shadow modifier.

Yes you're right -My iso has a no_shadow modifier. But I believe now that
the sense of depth suffers from this.


> A flythrough animation would be great, but 2.6 hours/frame would be quite a
> lot.

It certainly crossed my mind too. But I would need a much faster PC in order
to plan a good path for the flight. It was a lot of work just finding a good spot
to place the camera in this scene.

I even thought of a new application for my Nelder-Mead simplex macros:

Maybe I could make them determine the best "forward direction" in which
to move, in order to reach a new spot with low field strength. If this were
repeated, one could determine a flight path through the areas with low field
strength and therefore few spheres.

I.e.: An autopilot for "flying" through the "opens" in pattern-worlds.

But this would be a lot of work :(   -so I guess I wont try it.


> BTW, you said it's a bozo pattern so you probably use a pigment function which
> is slower than the plain noise3d although it should lead to identical results.

Do you mean that the noise3d function also uses a kind of bozo pattern ?


Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


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From: Tor Olav Kristensen
Subject: Re: Delving into the bozo world (144KB)
Date: 17 Oct 2000 23:47:43
Message: <39ECE408.B2CA6857@hotmail.com>
ian mcdonald wrote:

> Interesting. :)
> I would have used shades of grey, as red and blue 'hurt' to look at.

I agree that the colours are not nice. I'm doing a new rendering now,
with the crackle pattern, where I have given all the spheres a light
blue
pigment.

And with a light source that fades with distances, this makes the
colours of the spheres to vary from deep blue to almost white.

> How did you position the spheres according to the isosurface?

I let the iso-surface do the work itself.
(-By using a pigment function inside an if statement. If the pigment
value in the middle of a "subcube" in 3D-space is above a certain
limit/threshold, a function is called to make a sphere in this
"subcube".
Else a constant outside the limit is returned.)

Unfortunately I have lost the source code for the image I posted,
but I'll soon post the code for the new image I'm rendering.


Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


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From: Tor Olav Kristensen
Subject: Re: Delving into the bozo world (144KB)
Date: 17 Oct 2000 23:54:02
Message: <39ECE583.3C581FC9@hotmail.com>
David Fontaine wrote:

> The beauty of mathmatics? Maybe...
>
> Neat idea.

Thank you.

I have been curious, for some time now, about how it will
look like if one could stand inside the different types of
3D-patterns that come with POV-Ray.

I think that the image I posted does not give a good sense
of depth. - It looks kind of flat.

So now I'm trying to figure out ways to increase the "3D-
feeling" for such scenes.

Do you have any ideas ?


Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


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From: Chris Huff
Subject: Re: Delving into the bozo world (144KB)
Date: 17 Oct 2000 23:59:37
Message: <chrishuff-A98B64.19021917102000@news.povray.org>
In article <39ECE0E9.305975BC@hotmail.com>, Tor Olav Kristensen 
<tor### [at] hotmailcom> wrote:

> Do you mean that the noise3d function also uses a kind of bozo pattern ?

The bozo pattern *is* noise3d, or actually, Noise(). So are bumps(when 
used outside of normals) and spotted.

-- 
Christopher James Huff
Personal: chrishuff@mac.com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Tor Olav Kristensen
Subject: Re: Delving into the bozo world (144KB)
Date: 18 Oct 2000 00:32:54
Message: <39ECEEA7.AD8656E5@hotmail.com>
Chris Huff wrote:

> In article <39ECE0E9.305975BC@hotmail.com>, Tor Olav Kristensen
> <tor### [at] hotmailcom> wrote:
>
> > Do you mean that the noise3d function also uses a kind of bozo pattern ?
>
> The bozo pattern *is* noise3d, or actually, Noise(). So are bumps(when
> used outside of normals) and spotted.

OK. Thank you.

But are there any differences in the possible applications (within
iso-surfaces)
for the bozo pattern and the noise3d function ?


And another question:

I tried to make the radius of all my iso spheres dependent of the field
strength
at certain points in space, but MegaPOV complained about not finding a
float inside the <> part of the "sphere" statement.

I think this is what I tried:

#declare BozoFunction =
function { pigment { bozo color_map { [ 0 rgb 0 ] [ 1 rgb 1 ] } scale 30 } }

#declare SphereFunction =
function { "sphere" <BozoFunction(x, y, z)> }

#declare ManySpheres =
function {
  SphereFunction(
    x - floor(x) - 0.5,
    y - floor(y) - 0.5,
    z - floor(z) - 0.5
  )
}

Can you please explain ?    Is there any other way to do this ?


Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


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From: BigCeef
Subject: Re: Delving into the bozo world (144KB)
Date: 18 Oct 2000 01:42:20
Message: <39ecfffc@news.povray.org>
Well, I would search for other nooks and crannies similar to how you placed
the camera, and place a few point light sources  here and there... and allow
the isosurface to cast shadows... you'd get little 'caves' of light. Mainly
just avoid using a main 'fill' light near the camera.

Andy Cocker

--
---------------------------------------------------------------
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..... for my music and graphics.
---------------------------------------------------------------
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'I went to a restaurant that serves "breakfast at any time."
So I ordered french toast during the Renaissance. '

 - Steven Wright.
"Tor Olav Kristensen" <tor### [at] hotmailcom> wrote in message
news:39ECE583.3C581FC9@hotmail.com...
>
> David Fontaine wrote:
>
> > The beauty of mathmatics? Maybe...
> >
> > Neat idea.
>
> Thank you.
>
> I have been curious, for some time now, about how it will
> look like if one could stand inside the different types of
> 3D-patterns that come with POV-Ray.
>
> I think that the image I posted does not give a good sense
> of depth. - It looks kind of flat.
>
> So now I'm trying to figure out ways to increase the "3D-
> feeling" for such scenes.
>
> Do you have any ideas ?
>
>
> Tor Olav
> --
> mailto:tor### [at] hotmailcom
> http://www.crosswinds.net/~tok/tokrays.html
>
>


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