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From: stbenge
Subject: Unexpected Abstract (168k jpg)
Date: 9 Aug 2008 18:53:22
Message: <489e1fe2@news.povray.org>
Sheesh, this image didn't want to compress well at all!

Can anyone guess what I was working toward when I came across this 
image? It should be easy to guess. There seems to be a lack of good, 
free implementations of it anywhere...

Sam


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ua1.jpg


 

From: Tek
Subject: Re: Unexpected Abstract (168k jpg)
Date: 9 Aug 2008 19:27:10
Message: <489e27ce$1@news.povray.org>
That's beautiful.
I don't know what it's supposed to be, some kind of roots or seaweed maybe?
I'd really like to see the source code I have no idea how you've done it!

-- 
Tek
http://evilsuperbrain.com

"stbenge" <THI### [at] hotmailcom> wrote in message 
news:489e1fe2@news.povray.org...
> Sheesh, this image didn't want to compress well at all!
>
> Can anyone guess what I was working toward when I came across this
> image? It should be easy to guess. There seems to be a lack of good,
> free implementations of it anywhere...
>
> Sam
>


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From: stbenge
Subject: Re: Dunes (64k jpg)
Date: 9 Aug 2008 21:14:06
Message: <489e40de@news.povray.org>
Tek wrote:
> That's beautiful.
> I don't know what it's supposed to be, some kind of roots or seaweed maybe?
> I'd really like to see the source code I have no idea how you've done it!

Actually, it's the preliminary result of an erosion setup I have going. 
The attached image shows what it can do so far. It still needs more work 
done to it before it can simulate sharp-edged "Alaska style" erosion.

All I'm really doing is using trace() on a height_field and updating the 
vectors to correspond with the surface normal. The objects are cylinders 
which grow bigger the longer they are "alive."

Sam


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dunes.jpg


 

From: Thomas de Groot
Subject: Re: Dunes (64k jpg)
Date: 10 Aug 2008 04:06:43
Message: <489ea193$1@news.povray.org>
"stbenge" <THI### [at] hotmailcom> schreef in bericht 
news:489e40de@news.povray.org...
>
> Actually, it's the preliminary result of an erosion setup I have going.
> The attached image shows what it can do so far. It still needs more work
> done to it before it can simulate sharp-edged "Alaska style" erosion.
>
> All I'm really doing is using trace() on a height_field and updating the
> vectors to correspond with the surface normal. The objects are cylinders
> which grow bigger the longer they are "alive."
>

Very neat! Shouldn't cones not be more appropriate than cylinders in this 
context?

Thomas


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From: Tek
Subject: Re: Dunes (64k jpg)
Date: 10 Aug 2008 06:23:59
Message: <489ec1bf@news.povray.org>
Ah of course! That's a really nice effect already but I look forward to 
seeing the "Alaska style" results :)

-- 
Tek
http://evilsuperbrain.com

"stbenge" <THI### [at] hotmailcom> wrote in message 
news:489e40de@news.povray.org...
> Tek wrote:
>> That's beautiful.
>> I don't know what it's supposed to be, some kind of roots or seaweed 
>> maybe?
>> I'd really like to see the source code I have no idea how you've done it!
>
> Actually, it's the preliminary result of an erosion setup I have going.
> The attached image shows what it can do so far. It still needs more work
> done to it before it can simulate sharp-edged "Alaska style" erosion.
>
> All I'm really doing is using trace() on a height_field and updating the
> vectors to correspond with the surface normal. The objects are cylinders
> which grow bigger the longer they are "alive."
>
> Sam
>
>
>


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From: Christian Froeschlin
Subject: Re: Unexpected Abstract (168k jpg)
Date: 10 Aug 2008 07:38:33
Message: <489ed339$1@news.povray.org>
stbenge wrote:

> There seems to be a lack of good, free implementations of it
> anywhere...

The basic edition of World Machine is free, although the
output resolution is then restricted to 512x512. Still, could
be enough to get the basic erosion done and then add some
finer details in POV using f_ridge.


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From: stbenge
Subject: Re: Dunes (64k jpg)
Date: 10 Aug 2008 12:40:44
Message: <489f1a0c$1@news.povray.org>
Thomas de Groot wrote:
> "stbenge" <THI### [at] hotmailcom> schreef in bericht 
>> All I'm really doing is using trace() on a height_field and updating the
>> vectors to correspond with the surface normal. The objects are cylinders
>> which grow bigger the longer they are "alive."
> 
> Very neat! Shouldn't cones not be more appropriate than cylinders in this 
> context?

Yes, of course, but I wanted to test the proof-of-concept first, and 
worry about cone-sphere connection issues later. As it is, this project 
isn't working out too well...

Sam


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From: stbenge
Subject: Re: Dunes (64k jpg)
Date: 10 Aug 2008 12:46:03
Message: <489f1b4b$1@news.povray.org>
Tek wrote:
> Ah of course! That's a really nice effect already but I look forward to 
> seeing the "Alaska style" results :)

Well, you might be looking forward for a long time, because this 
technique isn't working out! All I've managed to do is scratch the 
surface down the sides of the height_field. Maybe I should post the 
source so other people can look at it. A free, fully-automated erosion 
setup producing 16-bit gray scale height maps... that would be nice.

Sam


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From: stbenge
Subject: Re: Unexpected Abstract (168k jpg)
Date: 10 Aug 2008 12:49:25
Message: <489f1c15@news.povray.org>
Christian Froeschlin wrote:
> stbenge wrote:
> 
>> There seems to be a lack of good, free implementations of it
>> anywhere...
> 
> The basic edition of World Machine is free, although the
> output resolution is then restricted to 512x512. Still, could
> be enough to get the basic erosion done and then add some
> finer details in POV using f_ridge.

That's a good idea, especially since it seems POV 3.7b handles 16-bit 
gray scale images better. I discovered yesterday that you can 
encapsulate them inside pigment statements without them turning back 
into black-green green-red ramp wave nightmares. It makes the 
possibilities open up ;)

Sam


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From: Reactor
Subject: Re: Dunes (64k jpg)
Date: 10 Aug 2008 13:40:01
Message: <web.489f27704025b6eceba64d7d0@news.povray.org>
stbenge <THI### [at] hotmailcom> wrote:
> Tek wrote:
> > Ah of course! That's a really nice effect already but I look forward to
> > seeing the "Alaska style" results :)
>
> Well, you might be looking forward for a long time, because this
> technique isn't working out! All I've managed to do is scratch the
> surface down the sides of the height_field. Maybe I should post the
> source so other people can look at it. A free, fully-automated erosion
> setup producing 16-bit gray scale height maps... that would be nice.
>
> Sam



Suddenly I am reminded of playing with the 'flow' command in hf_lab in an
attempt to build eroded height fields... I had limited success.  I am very
interested in your technique(s), though.  I've wondered whether a decent
erosion routine could be made into functions for use with isosurface based
landscapes.

-Reactor


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