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From: Jörg "Yadgar" Bleimann
Subject: Re: hard_object, soft_object pattern 3.7.2 patch branch.
Date: 29 Mar 2017 04:25:44
Message: <58db6f88$1@news.povray.org>
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Hi(gh)!
Apologizing for joining the thread only now...
Am I right to assume that with the soft_object pattern, gradients
controlled by objects can be generated? If so, this would be a finally
solved issue for me!
See you in Khyberspace!
Yadgar
Now playing: A Victory of Love (Alphaville)
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From: William F Pokorny
Subject: Re: hard_object, soft_object pattern 3.7.2 patch branch.
Date: 29 Mar 2017 09:17:07
Message: <58dbb3d3$1@news.povray.org>
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On 03/29/2017 04:25 AM, Jörg "Yadgar" Bleimann wrote:
> Hi(gh)!
>
> Apologizing for joining the thread only now...
>
> Am I right to assume that with the soft_object pattern, gradients
> controlled by objects can be generated? If so, this would be a finally
> solved issue for me!
>
> See you in Khyberspace!
>
> Yadgar
>
Yes, if I'm understanding your question. Gradients are generated from
objects with both the hard_* and soft_* pattern variants. Objects like
box, sphere, mesh etc so long as they have a defined inside.
The gradients generated behave differently & the image posted to
TinaCHeP shows the hard_object pattern as a pigment on a plane. Attached
is an example of the soft_object variant where I back way down on the
strength parameter so that the individual df3 like virtual grid can be
seen; We essentially get many small sphere gradients at the virtual
voxel centers. The containing object here is a 9 point star mesh
compliments of some code posted by "Mike the Elder" a while back.
For soft_object at strong strengths - giving better overall rounding -
most of the interior has a value of 1.0 and only the near surface
regions of the mesh have the 0-1 gradient.
Both the hard and soft variants normally tend toward 1.0 well inside the
shape. The hard variant stops at 1.0 by nature of the method used, the
soft method internally goes to well over a 1.0 value, but is currently
clamped to 1.0 as all, but the new potential pattern, are presently.
Bill P.
Post a reply to this message
Attachments:
Download 'soft_objectweakstrengthaspigm.jpg' (143 KB)
Preview of image 'soft_objectweakstrengthaspigm.jpg'
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William F Pokorny <ano### [at] anonymousorg> wrote:
"One of my goals with the hard_object pattern was to get to where we
could pass an object with a defined inside to some macro and have it
create ... ( ... surface-skin) isosurface for that
object without the need for extra outside steps."
Yes, this is something I think would be very useful indeed.
I think a lot of us dabbling with fillets and meshifying primitives and Bezier
patches and isosurfaces have at some point eyed that as a goal - to "somehow"
skin-over an object or union of objects.
It would be especially useful, I think, because I'm guessing that a pattern or
texture might be able to be "wrapped" in x/y/z so as to cover all of the "faces"
of the result.
This can be a real pain with CSG and standard procedural textures.
This is a very interesting project, and I hope you keep at it and make some more
excellent progress! :)
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>
> While obviously not a complete/correct PP implementation, using a
> superellipsoid - as Thomas did in his original peeling paint texture
> postings - kinda functions. See the attached image.
>
>
All of this is quite fascinating.
I must have missed Thomas's posting. Anyone have a link to it?
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"Kenneth" <kdw### [at] gmailcom> wrote:
> I must have missed Thomas's posting. Anyone have a link to it?
http://news.povray.org/povray.binaries.images/thread/%3C537db33d%40news.povray.org%3E/?ttop=414962&toff=450
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From: Mike Horvath
Subject: Re: hard_object, soft_object pattern 3.7.2 patch branch.
Date: 31 Mar 2017 23:58:47
Message: <58df2577$1@news.povray.org>
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On 3/3/2017 5:43 AM, William F Pokorny wrote:
> The three attached images were created using two new patterns called
> hard_object and soft_object. They can be found in the patch branch off
> master (3.7.2) at:
>
How long did those take to render? Isosurfaces are usually very slow.
Mike
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Kenneth" <kdw### [at] gmailcom> wrote:
>
> > I must have missed Thomas's posting. Anyone have a link to it?
>
>
http://news.povray.org/povray.binaries.images/thread/%3C537db33d%40news.povray.org%3E/?ttop=414962&toff=450
Cool stuff, missed it before too. Missed a whole lot those few, to many, years
ago.
Thought I replied here earlier, too, these new object patterns are intriguing.
Bob
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From: Thomas de Groot
Subject: Re: hard_object, soft_object pattern 3.7.2 patch branch.
Date: 1 Apr 2017 03:08:21
Message: <58df51e5$1@news.povray.org>
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On 1-4-2017 6:26, omniverse wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
>> "Kenneth" <kdw### [at] gmailcom> wrote:
>>
>>> I must have missed Thomas's posting. Anyone have a link to it?
>>
>>
http://news.povray.org/povray.binaries.images/thread/%3C537db33d%40news.povray.org%3E/?ttop=414962&toff=450
>
> Cool stuff, missed it before too. Missed a whole lot those few, to many, years
> ago.
> Thought I replied here earlier, too, these new object patterns are intriguing.
>
> Bob
>
And I forgot about that nice grunge texture by Paolo, at the end of that
same post. ;-)
--
Thomas
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From: William F Pokorny
Subject: Re: hard_object, soft_object pattern 3.7.2 patch branch.
Date: 1 Apr 2017 12:26:14
Message: <58dfd4a6$1@news.povray.org>
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On 03/31/2017 11:59 PM, Mike Horvath wrote:
> On 3/3/2017 5:43 AM, William F Pokorny wrote:
>> The three attached images were created using two new patterns called
>> hard_object and soft_object. They can be found in the patch branch off
>> master (3.7.2) at:
>>
>
> How long did those take to render? Isosurfaces are usually very slow.
>
> Mike
>
Rendered just now, 900x600 +A0.3, in a 3.72 branch without the recent
performance improvements of 3.71's, the demo soft_object takes 3 minutes
and the demo hard_object 1m 45s wall clock on my 2 core, 4 thread, I3.
Bill P.
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From: William F Pokorny
Subject: Re: hard_object, soft_object pattern 3.7.2 patch branch.
Date: 1 Apr 2017 12:45:07
Message: <58dfd913$1@news.povray.org>
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On 04/01/2017 12:26 PM, William F Pokorny wrote:
> On 03/31/2017 11:59 PM, Mike Horvath wrote:
>>
>> How long did those take to render? Isosurfaces are usually very slow.
>>
>> Mike
>>
>
> Rendered just now, 900x600 +A0.3, in a 3.72 branch without the recent
> performance improvements of 3.71's, the demo soft_object takes 3 minutes
> and the demo hard_object 1m 45s wall clock on my 2 core, 4 thread, I3.
>
> Bill P.
I forgot I posted a hard_objectA.jpg image too - using warp turbulence
values I don't recall. More turbulence usually drives up the time so
probably 2-3x the hard_object time as a guess.
Bill P.
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