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25 Jun 2024 19:46:06 EDT (-0400)
  Just dawdling (Message 41 to 50 of 70)  
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From: clipka
Subject: Re: Just dawdling
Date: 17 May 2016 14:01:29
Message: <573b5c79$1@news.povray.org>
Am 17.05.2016 um 19:39 schrieb Alain:

> 
>>
>> Like Kenneth, I have never been aware of that either! It won't change my
>> habit though ;-)
>>
>> The use of "|" in e.g. #if (x>10 | z<=20) is legitimate though? What
>> other, invalid, use are you talking of?
>>
>>
> 
> dir |more
> 
> This induce a pose after each creen full with the display of [more] on
> the last line. Press any key, the [more] goes away, and you get the next
> screen full.
> 
> "dir /w |more" will display on 5 column and pose after a screen full.
> I think that "dir |more /w" will causse an error or ignore the /w option.

The "|more" is not actually an option to the "dir" command; instead, the
pipe symbol adds an /output filter/ to the command, which takes the
output of the primary command (in this case "dir") and does some magic
tricks with it (in this case, "more", waiting for a key press every X
lines). In that sense, it is pretty similar (and, as far as the syntax
is concerned, identical) to the Unix command shell's concept of a "pipe"
(feeding a program's textual output to another program as textual
input), though IIRC in DOS there were some serious limitations regarding
the choice of programs you could use as an output filter (in DOS, for
instance, I'd guess the filter program had to be a .com rather than an
.exe), and I'm also not sure whether DOS supported the chaining of
multiple such filters.


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From: Thomas de Groot
Subject: Re: Just dawdling
Date: 18 May 2016 02:43:28
Message: <573c0f10$1@news.povray.org>
On 17-5-2016 15:14, Stephen wrote:
> On 5/17/2016 9:11 AM, Stephen wrote:
>> On 5/17/2016 9:02 AM, Thomas de Groot wrote:
>>> On 17-5-2016 9:51, Thomas de Groot wrote:
>>>> Doing some tricks on my depth map along these lines I got an alien
>>>> sculpture.
>>>>
>>>
>>> I think this is about the best I can do. I quit now.
>>>
>>
>> That is acceptable. :)
>>
>> I might try creating a df3 and see what that does.
>>
>>
>
>
> Using a rough and ready df3 made from a poser mesh and tga2df3.
> I got this. I quite like it.
>

Indeed! The df3 way is a good one. If you remember, I used the technique 
for making ghostly material figures a couple of years ago.

Well done.

-- 
Thomas


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From: Stephen
Subject: Re: Just dawdling
Date: 18 May 2016 05:38:46
Message: <573c3826@news.povray.org>
On 5/18/2016 7:43 AM, Thomas de Groot wrote:
> On 17-5-2016 15:14, Stephen wrote:
>> On 5/17/2016 9:11 AM, Stephen wrote:
>>> On 5/17/2016 9:02 AM, Thomas de Groot wrote:
>>>> On 17-5-2016 9:51, Thomas de Groot wrote:
>>>>> Doing some tricks on my depth map along these lines I got an alien
>>>>> sculpture.
>>>>>
>>>>
>>>> I think this is about the best I can do. I quit now.
>>>>
>>>
>>> That is acceptable. :)
>>>
>>> I might try creating a df3 and see what that does.
>>>
>>>
>>
>>
>> Using a rough and ready df3 made from a poser mesh and tga2df3.
>> I got this. I quite like it.
>>
>
> Indeed! The df3 way is a good one. If you remember, I used the technique
> for making ghostly material figures a couple of years ago.
>

No, I cannot remember. Would you post a link?

I quite liked the effect but it is the wrong one for what you wanted.


-- 

Regards
     Stephen


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From: Paolo Gibellini
Subject: Re: Just dawdling
Date: 18 May 2016 07:17:48
Message: <573c4f5c$1@news.povray.org>
Thomas de Groot wrote on 17/05/2016 10.02:
> On 17-5-2016 9:51, Thomas de Groot wrote:
>> Doing some tricks on my depth map along these lines I got an alien
>> sculpture.
>>
>
> I think this is about the best I can do. I quit now.
>
Very good!
Paolo


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From: Thomas de Groot
Subject: Re: Just dawdling
Date: 18 May 2016 07:27:02
Message: <573c5186$1@news.povray.org>
On 18-5-2016 11:38, Stephen wrote:
> On 5/18/2016 7:43 AM, Thomas de Groot wrote:
>> On 17-5-2016 15:14, Stephen wrote:
>>> On 5/17/2016 9:11 AM, Stephen wrote:
>>>> On 5/17/2016 9:02 AM, Thomas de Groot wrote:
>>>>> On 17-5-2016 9:51, Thomas de Groot wrote:
>>>>>> Doing some tricks on my depth map along these lines I got an alien
>>>>>> sculpture.
>>>>>>
>>>>>
>>>>> I think this is about the best I can do. I quit now.
>>>>>
>>>>
>>>> That is acceptable. :)
>>>>
>>>> I might try creating a df3 and see what that does.
>>>>
>>>>
>>>
>>>
>>> Using a rough and ready df3 made from a poser mesh and tga2df3.
>>> I got this. I quite like it.
>>>
>>
>> Indeed! The df3 way is a good one. If you remember, I used the technique
>> for making ghostly material figures a couple of years ago.
>>
>
> No, I cannot remember. Would you post a link?

http://news.povray.org/povray.binaries.images/thread/%3C5246ef8f%40news.povray.org%3E/?ttop=408176&toff=450&mtop=387104

>
> I quite liked the effect but it is the wrong one for what you wanted.
>

Not that wrong, but interesting nonetheless in the present context.

-- 
Thomas


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From: Stephen
Subject: Re: Just dawdling
Date: 18 May 2016 07:46:09
Message: <573c5601$1@news.povray.org>
On 5/18/2016 12:26 PM, Thomas de Groot wrote:
> On 18-5-2016 11:38, Stephen wrote:

>>>
>>> Indeed! The df3 way is a good one. If you remember, I used the technique
>>> for making ghostly material figures a couple of years ago.
>>>
>>
>> No, I cannot remember. Would you post a link?
>
>
http://news.povray.org/povray.binaries.images/thread/%3C5246ef8f%40news.povray.org%3E/?ttop=408176&toff=450&mtop=387104
>
>

I missed that.
How did you make the df3 file? I take images in an animation of a box 
slicing the object. Then stitching them into a df3 using tga3df3. It is 
a bit time consuming and the layers are obvious.


>>
>> I quite liked the effect but it is the wrong one for what you wanted.
>>
>
> Not that wrong, but interesting nonetheless in the present context.
>

Yes, that's what I thought.
-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Just dawdling
Date: 18 May 2016 07:59:16
Message: <573c5914$1@news.povray.org>
On 18-5-2016 13:46, Stephen wrote:
> On 5/18/2016 12:26 PM, Thomas de Groot wrote:
>> On 18-5-2016 11:38, Stephen wrote:
>
>>>>
>>>> Indeed! The df3 way is a good one. If you remember, I used the
>>>> technique
>>>> for making ghostly material figures a couple of years ago.
>>>>
>>>
>>> No, I cannot remember. Would you post a link?
>>
>>
http://news.povray.org/povray.binaries.images/thread/%3C5246ef8f%40news.povray.org%3E/?ttop=408176&toff=450&mtop=387104
>>
>>
>>
>
> I missed that.
> How did you make the df3 file? I take images in an animation of a box
> slicing the object. Then stitching them into a df3 using tga3df3. It is
> a bit time consuming and the layers are obvious.

Hmmm... it has been quite a long time ago. If I remember, I used the 
cloud making code by Gilles Tran. I shall look it up.

-- 
Thomas


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From: Alain
Subject: Re: Just dawdling
Date: 18 May 2016 15:35:09
Message: <573cc3ed$1@news.povray.org>
Le 16-05-18 07:46, Stephen a écrit :
> On 5/18/2016 12:26 PM, Thomas de Groot wrote:
>> On 18-5-2016 11:38, Stephen wrote:
>
>>>>
>>>> Indeed! The df3 way is a good one. If you remember, I used the
>>>> technique
>>>> for making ghostly material figures a couple of years ago.
>>>>
>>>
>>> No, I cannot remember. Would you post a link?
>>
>>
http://news.povray.org/povray.binaries.images/thread/%3C5246ef8f%40news.povray.org%3E/?ttop=408176&toff=450&mtop=387104
>>
>>
>>
>
> I missed that.
> How did you make the df3 file? I take images in an animation of a box
> slicing the object. Then stitching them into a df3 using tga3df3. It is
> a bit time consuming and the layers are obvious.
>
>

You can reduce the obviousness of the layers by using interpolation.
In many cases, linear interpolation is enough. If you use tricubic 
interpolation, be sure that you have a non-zero background to prevent 
the artefacts caused by negative intermediate values that tend to be 
interpreted as large positive values.


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From: Samuel B 
Subject: Re: Just dawdling
Date: 21 May 2016 13:45:00
Message: <web.57409de74e13f4859adf830b0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> To keep myself from the streets, I am leisurely strolling through
> different codes and utilities I have collected over the years, many of
> them never really used in a scene.
>
> I thought it would be interesting to combine two techniques from Sam
> Benge: his strands utility and his rockhead code.
>
> This is a very first result, needing some fine tuning of course, but you
> get the idea.
>

Hey Thomas, those utilities still work? Cool result :)

Sam


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From: Samuel B 
Subject: Re: Just dawdling
Date: 21 May 2016 14:20:00
Message: <web.5740a5764e13f4859adf830b0@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> If anyone - Sam? - has a pointer to the original theory or perhaps
> source code for the strands technique I would appreciate it. I've done
> some searches with the word strands, but come up empty and I don't quite
> see what is being done.
>

Hi Bill.

The basic idea is to create a 2D array (representing a bitmap) initialized with
zero values. Seed it with some non-zero values, then start testing pixels at
random.

If a tested pixel is non-zero, then start moving from that position in some
(possibly meandering) direction and keep moving until either the particle's
lifespan is over, or until another non-zero pixel has been detected. Store every
position the particle traverses during this step into a temporary 1D array. Now
draw the particle's path to the 2D array (and to the screen), interpolating from
the gray scale value found at its starting point to the value found at its
endpoint (black if it never hit anything).

You can also keep track of angles, which is what I did in the program so the
lines wouldn't just shoot off in any random direction (unless you wanted them
to). There was also a gap-filling step you could initiate, since filling up the
entire 2D array by randomly testing points can take a long time.

Hope some of that made sense :)

As for the source code: if it's not in the archive I posted way back, then it's
in my older computer. Also, I chose the name "Strands" for lack of anything else
to call it; it's not a term used with whatever technique my program used.

Sam


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