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28 May 2024 22:08:51 EDT (-0400)
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From: Jaime Vives Piqueres
Subject: Re: Cave concept
Date: 29 Feb 2016 14:01:13
Message: <56d49579$1@news.povray.org>

> Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>
>> I discarded that one without testing it first, because in my mind
>> it sounded way too slow to render.
>
> Can you do the difference, convert it to a mesh, and THEN render it?

   I would kill for a simple way to do that... converting isosurfaces to
meshes.

> Maybe use a heightfield?

   I thought about making it with several hf's rotated around, but it
would still lack the "overhangs" that isosurfaces allow.

--
jaime


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From: Stephen
Subject: Re: Cave concept
Date: 29 Feb 2016 14:30:37
Message: <56d49c5d$1@news.povray.org>
On 2/29/2016 6:09 PM, Jaime Vives Piqueres wrote:
> El 29/02/16 a las 14:54, Stephen escribió:
>> On 2/29/2016 12:40 PM, Jaime Vives Piqueres wrote:
>>> Well, after looking at images from these amazing caves, I hope
>>> you're joking... it would be terrifically difficult to go for
>>> something even remotely resembling that.
>>
>>
>> They do use coloured lights around the rocks and in the water, you
>> know. :-)
>>
>
>    Yes, I know... I was referring to the intricate shapes of the
> stalagmites and stalactites.
>

They look pretty good to me.


-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Cave concept
Date: 29 Feb 2016 23:15:01
Message: <web.56d5169da0304854b865121a0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

> > Can you do the difference, convert it to a mesh, and THEN render it?
>
>    I would kill for a simple way to do that... converting isosurfaces to
> meshes.

Are you aware of Kevin Loney's isosurface approximation?

http://www.econym.demon.co.uk/isotut/approx.htm

The site links to the long dead Geocities for the source, but there appears to
be a new site, which I haven't investigated:

http://www.winsite.com/Multimedia/3D-Modeling-CAD/Isosurface/

A version updated by Jaap Frank and Tor Olav Kristensen is available at p.b.s-f:

http://news.povray.org/povray.binaries.scene-files/thread/%3C47cc76fd%40news.povray.org%3E/

I have had mixed results with it.


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From: Norbert Kern
Subject: Re: Cave concept
Date: 1 Mar 2016 01:00:02
Message: <web.56d52eb4a0304854823f4a0f0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

>    I thought about making it with several hf's rotated around, but it
> would still lack the "overhangs" that isosurfaces allow.



Why not use reasonable fast isosurfaces?
Sometimes Samuel T. Benge's Isorender approach gives good results
(http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.525dcd797919e005c8060b460@news.povray.org%3E/?ttop=40
4955&toff=50).

Here are two examples with my "universal test scene".


Norbert


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Attachments:
Download 'iso-tests.jpg' (526 KB)

Preview of image 'iso-tests.jpg'
iso-tests.jpg


 

From: Jaime Vives Piqueres
Subject: Re: Cave concept
Date: 1 Mar 2016 03:24:10
Message: <56d551aa$1@news.povray.org>

> Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

>>> Can you do the difference, convert it to a mesh, and THEN render
>>> it?
>>
>> I would kill for a simple way to do that... converting isosurfaces
>> to meshes.
>
> Are you aware of Kevin Loney's isosurface approximation?

   No, and it's strange, because something like this should have sparked
my interest and I would have tested it.

> I have had mixed results with it.
>

   Well, lets see how it works with pigment-based isosurfaces... I hope
it works, because if not, a lot of features are going to be missing on
my cave.

--
jaime


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From: Jaime Vives Piqueres
Subject: Re: Cave concept
Date: 1 Mar 2016 03:28:49
Message: <56d552c1$1@news.povray.org>

> Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>
>> I thought about making it with several hf's rotated around, but it
>> would still lack the "overhangs" that isosurfaces allow.
>
>
>
> Why not use reasonable fast isosurfaces? Sometimes Samuel T. Benge's
> Isorender approach gives good results

   This one I remember now... but somehow I never played with it and got
lost on my memory. I might have some uses for it on the cave, no doubt.

--
jaime


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From: Jaime Vives Piqueres
Subject: Re: Cave concept
Date: 2 Mar 2016 06:00:26
Message: <56d6c7ca@news.povray.org>
Another cave test... with more stalactites, a better lighting and fast
radiosity. It renders a bit faster than before, because I found some
silly things I was doing with the stalactites/stalagmites isosurfaces,
and also reduced max_gradient to 3.

I tested the approx include, but found they are not very practical for
my usage of isosurfaces here (I'm using a different isosurface for each
stalactite/stalagmite, and there are a lot). I will stick to isosurfaces
for the moment...

--
jaime


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Attachments:
Download 'the-cave-06-3h45m.jpg' (258 KB)

Preview of image 'the-cave-06-3h45m.jpg'
the-cave-06-3h45m.jpg


 

From: Thomas de Groot
Subject: Re: Cave concept
Date: 2 Mar 2016 07:32:33
Message: <56d6dd61$1@news.povray.org>
Aaah! You are getting somewhere. I love this cave.

-- 
Thomas


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From: Paolo Gibellini
Subject: Re: Cave concept
Date: 2 Mar 2016 09:15:39
Message: <56d6f58b$1@news.povray.org>
Jaime Vives Piqueres wrote on 02/03/2016 12.00:
> Another cave test... with more stalactites, a better lighting and fast
> radiosity. It renders a bit faster than before, because I found some
> silly things I was doing with the stalactites/stalagmites isosurfaces,
> and also reduced max_gradient to 3.
>
> I tested the approx include, but found they are not very practical for
> my usage of isosurfaces here (I'm using a different isosurface for each
> stalactite/stalagmite, and there are a lot). I will stick to isosurfaces
> for the moment...
>
> --
> jaime

It begins to become an interesting place... and the light is very good!
;-)
Paolo


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From: Bald Eagle
Subject: Re: Cave concept
Date: 2 Mar 2016 09:20:01
Message: <web.56d6f67da03048545e7df57c0@news.povray.org>
A vast improvement, and I'm glad you found a few places to speed up the render.
It will be interesting to see your textures, contrasts and myriad thoughtful
enhancements as this progresses.


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