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From: Chris Huff
Subject: Re: Delving into the bozo world (144KB)
Date: 17 Oct 2000 22:04:41
Message: <chrishuff-4CE961.21072517102000@news.povray.org>
In article <39ECEEA7.AD8656E5@hotmail.com>, Tor Olav Kristensen 
<tor### [at] hotmailcom> wrote:

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

Well, you can use the color_map of the bozo pigment function to get a 
different range of values...and using noise3d() directly is faster.


> 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.
...
> Can you please explain ?   

That portion of the function is parsed once and then the result is 
evaluated multiple times...you can't use isofunctions to control it. The 
same goes for pigment functions...you can't do something like this:
function {pigment {bozo scale Func(x, y, z)}}
One of the more obvious reasons for this is that the syntax for 
functions and the syntax for the rest of the POV-Script can't be used in 
the same place...for example, x, y, and z mean different things, vectors 
don't exist in functions, etc.


> Is there any other way to do this ?

No. Well, yes...you could modify the isosurface code to add a function 
to do what you want, or you could use the eval_pattern() or 
eval_pigment() functions to control millions of separate objects, but 
that is probably not what you wanted to hear.
There may be some other way to get the same or a similar effect with 
isosurfaces, though. There is very little that is impossible to do with 
an isosurface...

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

<><


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From: David Fontaine
Subject: Re: Delving into the bozo world (144KB)
Date: 17 Oct 2000 23:04:37
Message: <39ED10BE.8913C2@faricy.net>
Tor Olav Kristensen wrote:

> 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.

Not quite related but similar, I had this idea to show the perspective
of being inside a menger sponge. Assuming the sponge is only a 2d
surface. I think by the nature of the sponge though it would be hard to
get a view that has a good onobstructed field.

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


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From: SomeGuy
Subject: Re: Delving into the bozo world (144KB)
Date: 18 Oct 2000 01:31:15
Message: <39EBF5BD.1D3DD63F@earthlink.net>
Isometrics is a cool tool...=)

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.
>
> 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
>
>   ------------------------------------------------------------------------
>  [Image]


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From: Jérôme M  Berger
Subject: Re: Delving into the bozo world (144KB)
Date: 18 Oct 2000 08:26:54
Message: <39ED970B.2C392393@enst.fr>
Tor Olav Kristensen wrote:
> 
> Can you please explain ?    Is there any other way to do this ?

	Something like that should work:

#declare ManySpheres = function {
  sqrt (sqr (x-floor(x)-0.5) + sqr (y-floor(y)-0.5) + sqr
(z-floor(z)-0.5)) -
  noise3d (x/30, y/30, z/30)
}

	But I haven't tested it...


-- 

* Abandon the search for truth, * mailto:ber### [at] inamecom
* Settle for a good fantasy.    * http://www.enst.fr/~jberger
*********************************


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From: Tor Olav Kristensen
Subject: Re: Delving into the bozo world (144KB)
Date: 18 Oct 2000 11:51:38
Message: <39EDC5F4.C1B7A07B@hotmail.com>
BigCeef wrote:

> 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.

Yes. I think several point light sources is a good idea.

I now remember that I have seen pictures from real caves, where
there has been several light sources scattered around in the cave.
The effect from this was nice.

Thank you very much for this suggestion !


I have tried to let the isosurface cast shadows, but there seems to be
some problems with this. (See my "Inside the Crackle pattern" thread.)


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


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From: Steve
Subject: Re: Delving into the bozo world (144KB)
Date: 18 Oct 2000 18:48:00
Message: <slrn8us7e8.1mv.steve@zero-pps.localdomain>
On Wed, 18 Oct 2000 01:49:24 +0200, Tor Olav Kristensen wrote:

>So now I'm trying to figure out ways to increase the "3D-
>feeling" for such scenes.
>
>Do you have any ideas ?

Have a cylinder or two at the bottom of the scene running from
front to back, they could be neon pink or something.  

-- 
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

or  http://start.at/zero-pps

 10:19pm  up 7 days, 23:39,  2 users,  load average: 1.07, 1.02, 1.00


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From: Tor Olav Kristensen
Subject: Re: Delving into the bozo world (144KB)
Date: 18 Oct 2000 19:09:27
Message: <39EE2C8F.B5103C2B@hotmail.com>
David Fontaine wrote:

> ...
> Not quite related but similar, I had this idea to show the perspective
> of being inside a menger sponge. Assuming the sponge is only a 2d
> surface. I think by the nature of the sponge though it would be hard to
> get a view that has a good onobstructed field.

Earlier today I didn't know what kind of sponge you were talking
about here. My dictionary didn't give me any clues either.

But then I did a search for "menger sponge" on www.google.com.

I found that this sponge is indeed interesting !

Have you or (anyone else in here) rendered this shape ?
With a recursive macro ? (Or with an isosurface ? =)


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: 18 Oct 2000 19:16:56
Message: <39EE2E4E.2931122A@hotmail.com>
Steve wrote:

> On Wed, 18 Oct 2000 01:49:24 +0200, Tor Olav Kristensen wrote:
>
> >So now I'm trying to figure out ways to increase the "3D-
> >feeling" for such scenes.
> >
> >Do you have any ideas ?
>
> Have a cylinder or two at the bottom of the scene running from
> front to back, they could be neon pink or something.

Thanks for the suggestion.

I'll try something like this when I have found a solution to the problems

that I mentioned in "Inside the Crackle pattern" thread.


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: 18 Oct 2000 19:27:21
Message: <39EE30C1.6B71D3FF@hotmail.com>


> Tor Olav Kristensen wrote:
> >
> > Can you please explain ?    Is there any other way to do this ?
>
>         Something like that should work:
>
> #declare ManySpheres = function {
>   sqrt (sqr (x-floor(x)-0.5) + sqr (y-floor(y)-0.5) + sqr
> (z-floor(z)-0.5)) -
>   noise3d (x/30, y/30, z/30)
> }
> ...

Hmmm...

I used this sqrt equation for the spheres, but then I discovered
the built in "spheres" function and started using that instead.

It didn't cross my mind to use the sqrt function when trying
to adjust the different radii according to the field strength.

But I think that I would have to change your noise3d part to
something like this:

noise3d (floor(x/30) + 0.5, floor(y/30) + 0.5, floor(z/30) + 0.5)

I have not tested this yet either :)

Thank you.for this tip.


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: 18 Oct 2000 19:37:17
Message: <39EE330C.2231B737@hotmail.com>
Chris Huff wrote:

> In article <39ECEEA7.AD8656E5@hotmail.com>, Tor Olav Kristensen
> <tor### [at] hotmailcom> wrote:
> ...
> > Is there any other way to do this ?
>
> No. Well, yes...you could modify the isosurface code to add a function
> to do what you want, or you could use the eval_pattern() or
> eval_pigment() functions to control millions of separate objects, but
> that is probably not what you wanted to hear.

I'm not very much into this kind of C-programming, so I think I'll seek for
other solutions.


> There may be some other way to get the same or a similar effect with
> isosurfaces, though. There is very little that is impossible to do with
> an isosurface...


Berger.


Again: Thank you for explaining. I appreciate very much your efforts to
help.


Regards,

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


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