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From: TinCanMan
Subject: Tileable patterns
Date: 30 Jul 2002 13:08:52
Message: <3d46c824@news.povray.org>
Someone was asking a while ago about creating repeatable patterns in POV.  I
think I have come up with a manageable solution without resorting to
mirroring the pattern.
The attached images are of heightfields generated using the method tiled
together. HF1 is just the hf with the image_map, HF2 highlights the the
individual hfs. HF3 shows a closeup at the corner seam of 4 hfs.
Comments/questions/problems (before I post the source).

-tgq


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Attachments:
Download 'HF1.JPG' (66 KB) Download 'HF2.JPG' (65 KB) Download 'HF3.JPG' (34 KB)

Preview of image 'HF1.JPG'
HF1.JPG

Preview of image 'HF2.JPG'
HF2.JPG

Preview of image 'HF3.JPG'
HF3.JPG


 

From: ABX
Subject: Re: Tileable patterns
Date: 30 Jul 2002 13:15:59
Message: <haidkuk0idbp8702jr7j536kpkoogf0e97@4ax.com>
On Tue, 30 Jul 2002 13:08:28 -0400, "TinCanMan" <Tin### [at] hotmailcom>
wrote:
> Comments/questions/problems (before I post the source).

How much memory use this detailed hf ? Have you tried the same function as
isosurface ?

ABX


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From: TinCanMan
Subject: Re: Tileable patterns
Date: 30 Jul 2002 13:23:14
Message: <3d46cb82$1@news.povray.org>
> How much memory use this detailed hf ?

for the close-up (HF3)  (P4, 1GHz, 256RAM, Win2000):

Statistics for C:\Raytracing\POVRay\scenes\ddd.pov, Resolution 512 x 384
----------------------------------------------------------------------------
Pixels:          196608   Samples:          277841   Smpls/Pxl: 1.41
Rays:            348820   Saved:             70979   Max Level: 1/250
----------------------------------------------------------------------------
Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Height Field                    629008          277892     44.18
Height Field Box                629008          629008    100.00
Height Field Triangle          2276187          278167     12.22
Height Field Block             1486076          836575     56.29
Height Field Cell             13307907         1231203      9.25
Bounding Box                    866794          725805     83.73
Light Buffer                   2457879         1305287     53.11
Vista Buffer                   1578723         1365287     86.48
----------------------------------------------------------------------------
Calls to Noise:                  0   Calls to DNoise:             10
----------------------------------------------------------------------------
Shadow Ray Tests:           275194   Succeeded:                    0
Reflected Rays:              70979
----------------------------------------------------------------------------
Smallest Alloc:                 25 bytes   Largest:            98352
Peak memory used:          6013674 bytes
----------------------------------------------------------------------------
Time For Parse:    0 hours  0 minutes   1.0 seconds (1 seconds)
Time For Trace:    0 hours  0 minutes   9.0 seconds (9 seconds)
    Total Time:    0 hours  0 minutes  10.0 seconds (10 seconds)
----------------------------------------------------------------------------
CPU time used: kernel 0.16 seconds, user 9.67 seconds, total 9.83 seconds
Render averaged 19992.39 PPS over 196608 pixels

POV-Ray finished



> Have you tried the same function as
> isosurface ?

No, not yet.

-tgq


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From: ABX
Subject: Re: Tileable patterns
Date: 30 Jul 2002 13:33:24
Message: <a5jdku011b3s3d89gq5kdfij2f55nlnb1l@4ax.com>
On Tue, 30 Jul 2002 13:22:54 -0400, "TinCanMan" <Tin### [at] hotmailcom>
wrote:
> Height Field Box                629008          629008    100.00
> Bounding Box                    866794          725805     83.73

Hmm, where is hole in my knowledge? Why bounding box can be 83.7%. Is bounding
box for hf only considered or something else ?

> > Have you tried the same function as
> > isosurface ?
>
> No, not yet.

But You will ? :-)

Nice images, btw.

ABX


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From: TinCanMan
Subject: Re: Tileable patterns
Date: 30 Jul 2002 13:46:19
Message: <3d46d0eb@news.povray.org>
> > > Have you tried the same function as
> > > isosurface ?
> >
> > No, not yet.
>
> But You will ? :-)

It doesn't seem to be translating well to an isosurface, perhaps my brain
isn't functioning to well today.

>
> Nice images, btw.

Thanx

-tgq


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From: Dennis Miller
Subject: Re: Tileable patterns
Date: 30 Jul 2002 18:51:45
Message: <3d471881$1@news.povray.org>
I really like the first one and would like to try and animate it. Could you
let me/us know when you post the code?
thanks much,
D.

"TinCanMan" <Tin### [at] hotmailcom> wrote in message
news:3d46c824@news.povray.org...
> Someone was asking a while ago about creating repeatable patterns in POV.
I
> think I have come up with a manageable solution without resorting to
> mirroring the pattern.
> The attached images are of heightfields generated using the method tiled
> together. HF1 is just the hf with the image_map, HF2 highlights the the
> individual hfs. HF3 shows a closeup at the corner seam of 4 hfs.
> Comments/questions/problems (before I post the source).
>
> -tgq
>
>
>


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From: TinCanMan
Subject: Re: Tileable patterns
Date: 31 Jul 2002 07:51:42
Message: <3d47cf4e$1@news.povray.org>
Scenes to be posted shortly in p.b.s-f

-tgq


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From: TinCanMan
Subject: Re: Tileable patterns
Date: 31 Jul 2002 09:43:14
Message: <3d47e972$1@news.povray.org>
> How much memory use this detailed hf ?
BTW, if you didn't notice, the actual hf was only the size of 1 of the
checker squares and was tiled.


> Have you tried the same function as
> isosurface ?
I think I may have figured it out, but render times are horrendous compared
to HF.

-tgq


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From: TinCanMan
Subject: Re: Tileable patterns
Date: 31 Jul 2002 11:13:11
Message: <3d47fe87$1@news.povray.org>
> How much memory use this detailed hf ?
It seems greatly improved if I use the funtion image pattern (6.7.11.16
Function Image) for the hf (internal) rather than a separately processed hf
image.

With external hf image, 512x384:
Peak memory used:          2297685 bytes

With internal hf image, 512x384:
Peak memory used:           902579 bytes

For some reason, the pattern comes out different for each of the two methods
(though they appear equal in their scales, randomness). Perhaps something
different in the way the noise used to calculate the pattern is perceived?

-tgq


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From: Tim Nikias
Subject: Re: Tileable patterns
Date: 31 Jul 2002 12:18:22
Message: <3d480dce@news.povray.org>
I've found that the "pattern image function" will
switch up and down of an image. It uses the
section from <0,0,0> to <1,1,0>, and <1,1,0>
will be, on a heightfield, the foremost right
corner, when looking from -z towards z.
(Hope that explains something... Think about it)

So, in effect, you might be using different
parts of your pattern (not the y-planar
 <0,0,0> to <1,0,1>, but the z-planar), or
its used upside down. Don't know for sure though.

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


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