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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

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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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From: Chris Huff
Subject: Re: Delving into the bozo world (144KB)
Date: 18 Oct 2000 20:06:03
Message: <chrishuff-237D0B.19084818102000@news.povray.org>
In article <39EE2C8F.B5103C2B@hotmail.com>, Tor Olav Kristensen 
<tor### [at] hotmailcom> wrote:

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

A while ago there was a craze of Menger sponges, Serpinski pyramids, and 
other fractal shapes...I think there were at least a dozen different 
methods being tried for Menger sponges alone. Some of them reached quite 
high recursion levels...

-- 
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: Jérôme M  Berger
Subject: Re: Delving into the bozo world (144KB)
Date: 19 Oct 2000 04:44:51
Message: <39EEB483.63098D2C@enst.fr>
Tor Olav Kristensen wrote:
> 
> 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)
> 
	You're right, I thought about this too late. OTOH, since the value of
the noise3d won't change much over the size of one sphere, you might
find that the other equation gives adequate results and renders faster
(again completely untried...)


-- 

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


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From: Andrea Ryan
Subject: Re: Delving into the bozo world (144KB)
Date: 19 Oct 2000 21:36:15
Message: <39EF9D77.4EEE93BE@global2000.net>
Wow!  This is neat!
Brendan

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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