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On my slow 180MHz Pentium-MMX Linux, with X-display while rendering.
toto is the box;
#declare Objiii = box { <-0.9,0.1,0.1>,<0.9,.9,.9> rotate <0,90,0> }
warp { cristal{ Objiii , 50 }, { turbulence 0.4*<1,0.3,0.5> octaves 2 } }
toto.pov Statistics, Resolution 600 x 600
----------------------------------------------------------------------------
Pixels: 360600 Samples: 437944 Smpls/Pxl: 1.21
Rays: 437944 Saved: 0 Max Level: 1/5
----------------------------------------------------------------------------
Ray->Shape Intersection Tests Succeeded Percentage
----------------------------------------------------------------------------
Cone/Cylinder 56321 34047 60.45
Mesh 550386 82517 14.99
Sphere 12451 5458 43.84
Bounding Box 27495693 6971608 25.36
Light Buffer 286833 209700 73.11
Vista Buffer 2482051 1890933 76.18
----------------------------------------------------------------------------
Calls to Noise: 0 Calls to DNoise: 360010
----------------------------------------------------------------------------
Shadow Ray Tests: 502792 Succeeded: 9883
----------------------------------------------------------------------------
Peak memory used: 12321265 bytes
----------------------------------------------------------------------------
Time For Parse: 0 hours 0 minutes 21.0 seconds (21 seconds)
Time For Trace: 0 hours 1 minutes 8.0 seconds (68 seconds)
Total Time: 0 hours 1 minutes 29.0 seconds (89 seconds)
titi is the sphere;
#declare Objiii = sphere { 0,0.9 }
warp {bourke{ Objiii accuracy 70 precision 20},{ turbulence 0.4*<1,0.3,0.5> octaves 2
}}
titi.pov Statistics, Resolution 600 x 600
----------------------------------------------------------------------------
Pixels: 360600 Samples: 434856 Smpls/Pxl: 1.21
Rays: 434856 Saved: 0 Max Level: 1/5
----------------------------------------------------------------------------
Ray->Shape Intersection Tests Succeeded Percentage
----------------------------------------------------------------------------
Cone/Cylinder 54091 33032 61.07
Mesh 722007 94893 13.14
Sphere 12534 5168 41.23
Bounding Box 37141306 10171720 27.39
Light Buffer 327659 274218 83.69
Vista Buffer 2673871 2033081 76.04
----------------------------------------------------------------------------
Calls to Noise: 0 Calls to DNoise: 277258
----------------------------------------------------------------------------
Shadow Ray Tests: 614952 Succeeded: 6818
----------------------------------------------------------------------------
Peak memory used: 10907065 bytes
----------------------------------------------------------------------------
Time For Parse: 0 hours 0 minutes 18.0 seconds (18 seconds)
Time For Trace: 0 hours 1 minutes 27.0 seconds (87 seconds)
Total Time: 0 hours 1 minutes 45.0 seconds (105 seconds)
--
Non Sine Numine
http://grimbert.cjb.net/
Puis, s'il advient d'un peu triompher, par hasard,
Post a reply to this message
Attachments:
Download 'toto.jpg' (19 KB)
Download 'titi.jpg' (21 KB)
Preview of image 'toto.jpg'
Preview of image 'titi.jpg'
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> On my slow 180MHz Pentium-MMX Linux, with X-display while rendering.
Looks very interesting and promising.
Only things I want'to mention
> toto is the box;
> #declare Objiii = box { <-0.9,0.1,0.1>,<0.9,.9,.9> rotate <0,90,0> }
> warp { cristal{ Objiii , 50 }, { turbulence 0.4*<1,0.3,0.5> octaves 2 } }
> titi is the sphere;
> #declare Objiii = sphere { 0,0.9 }
> warp {bourke{ Objiii accuracy 70 precision 20},{ turbulence 0.4*<1,0.3,0.5> octaves
2 }}
personaly I prefer another 'tesselate' keyword since
you can't use cristal or bourke in pigment{warp{}}
I mean
tesselate{
OBJECT_ID | OBJECT
METHOD { METHOD_PARAMS }
WARP { WARP_STATEMENT } | DISPLACEMENT{ PIGMENT | f_x(x,y,z),f_y(x,y,z),f_z(x,y,z) }
OBJECT_MODS
}
in your example
tesselate{
Objiii
bourke{ accuracy 70 precision 20}
warp{ turbulence 0.4*<1,0.3,0.5> octaves 2 }
OBJECT
}
ABX
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Definetely cool!!!! It's time for a release! But about the deformation: Does
it simply move the vertices of the final tesselated object? In that case,
one can't apply much deformation before the triangles "collapse".
Deformation should be done before triangulation, AFAIK.
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On Fri, 22 Feb 2002 10:00:27 +0100, "Hugo" <hua### [at] post3teledk> wrote:
> Deformation should be done before triangulation, AFAIK.
Not a problem, just do it with isosurface, and then tesselate it :-)
ABX
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From: Tony[B]
Subject: Re: deformation of tesselation [about 50Kbu]
Date: 22 Feb 2002 07:43:10
Message: <3c763cde@news.povray.org>
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Too cool... :b___
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Definitely great!
Just one nit to pick... the correct spelling is "crystal" :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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Peter Popov wrote:
>
> Definitely great!
>
> Just one nit to pick... the correct spelling is "crystal" :)
Who said it was in english ?
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From: Mick Hazelgrove
Subject: Re: deformation of tesselation [about 50Kbu]
Date: 22 Feb 2002 11:33:29
Message: <3c7672d9@news.povray.org>
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Excellent work this could be very useful.
Mick
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Nice !
Will it be possible to save the meshes to files ?
Tor Olav
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From: Tim Nikias
Subject: Re: PIP: deformation of tesselation [about 50Kbu]
Date: 22 Feb 2002 17:16:27
Message: <3C76C343.E6C0D514@gmx.de>
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Hi there!
I may be a bit late on this one, but all I wanted is to ask for your
resources (PDF-Files, Books, HTML-Pages) because I had wanted
to do some tesselation algorithms of my own (I'm THAT kind a
guy). I haven't found much, but since you were pretty successful,
I thought I'd just ask...
You can email me too, if you want to.
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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