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From: clipka
Subject: Re: Antony Gormley simulation
Date: 29 Nov 2017 09:47:02
Message: <5a1ec866$1@news.povray.org>
Am 29.11.2017 um 09:44 schrieb Stephen:
> On 29/11/2017 07:52, Thomas de Groot wrote:
>>>>
>>>
>>> UV mapping a blob. Now there's a thought. :)
>>>
>>
>> Hmmm... is that possible? 
> 
> After a quick test, yes.

Not with POV-Ray.

You might not get an error message, but that doesn't mean you actually
get UV mapping.


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From: Stephen
Subject: Re: Antony Gormley simulation
Date: 29 Nov 2017 10:14:37
Message: <5a1ecedd@news.povray.org>
On 29/11/2017 14:47, clipka wrote:
> Am 29.11.2017 um 09:44 schrieb Stephen:
>> On 29/11/2017 07:52, Thomas de Groot wrote:
>>>>>
>>>>
>>>> UV mapping a blob. Now there's a thought. :)
>>>>
>>>
>>> Hmmm... is that possible?
>>
>> After a quick test, yes.
> 
> Not with POV-Ray.
> 
> You might not get an error message, 

No error message in Ver 3.6


> but that doesn't mean you actually
> get UV mapping.
> 

It did not look the slightest like UV mapping when I tried it.

It might be possible to get the effect in Blender if the PovRay exporter 
exports their metaballs as meshes.

-- 

Regards
     Stephen


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From: Bald Eagle
Subject: Re: Antony Gormley simulation
Date: 29 Nov 2017 20:40:01
Message: <web.5a1f60f72471086b5cafe28e0@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:


> Along those lines, you could build an array to store coordinates, "scan" the
> bounding box of the figure with an x-y-z nested loop and inside(object, vector)
> tests, and then use the pseudorandom selection process to pick known inside()
> points.
> The advantage there is that you could save the array to disk, and not have to
> test the same figure every single time you wanted to place objects.  You
> wouldn't even need to load the mesh for the figure either.

So, I managed to get this to work, and it seems like it gives fairly decent
coverage.
I think if I find the time, (and I'm reminded of this to-do item) I might try to
figure out a way to use a spline to give greater probability of selecting the
smaller volumes and less probability of selecting the larger volumes, resulting
in a more even distribution.

Meet ... Jack.  :D


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From: Thomas de Groot
Subject: Re: Antony Gormley simulation
Date: 30 Nov 2017 03:04:35
Message: <5a1fbb93$1@news.povray.org>
On 30-11-2017 2:37, Bald Eagle wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> 
> 
>> Along those lines, you could build an array to store coordinates, "scan" the
>> bounding box of the figure with an x-y-z nested loop and inside(object, vector)
>> tests, and then use the pseudorandom selection process to pick known inside()
>> points.
>> The advantage there is that you could save the array to disk, and not have to
>> test the same figure every single time you wanted to place objects.  You
>> wouldn't even need to load the mesh for the figure either.
> 
> So, I managed to get this to work, and it seems like it gives fairly decent
> coverage.
> I think if I find the time, (and I'm reminded of this to-do item) I might try to
> figure out a way to use a spline to give greater probability of selecting the
> smaller volumes and less probability of selecting the larger volumes, resulting
> in a more even distribution.
> 
> Meet ... Jack.  :D
> 

That is looking good indeed. I need to ponder this a bit more; I think I 
know how to do this but I want to examine all the angles, so to speak. I 
can see the advantage of this procedure and it would avoid the 
subdividing of the container in discrete elements.

Saving the point locations is certainly an excellent idea. I shall 
certainly come to that eventually.

Well done indeed.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Antony Gormley simulation
Date: 30 Nov 2017 03:10:24
Message: <5a1fbcf0$1@news.povray.org>
On 29-11-2017 16:14, Stephen wrote:
> On 29/11/2017 14:47, clipka wrote:
>> Am 29.11.2017 um 09:44 schrieb Stephen:
>>> On 29/11/2017 07:52, Thomas de Groot wrote:
>>>>>>
>>>>>
>>>>> UV mapping a blob. Now there's a thought. :)
>>>>>
>>>>
>>>> Hmmm... is that possible?
>>>
>>> After a quick test, yes.
>>
>> Not with POV-Ray.
>>
>> You might not get an error message, 
> 
> No error message in Ver 3.6
> 
> 
>> but that doesn't mean you actually
>> get UV mapping.
>>
> 
> It did not look the slightest like UV mapping when I tried it.
> 
> It might be possible to get the effect in Blender if the PovRay exporter 
> exports their metaballs as meshes.
> 

A big problem as I see it, would then be how to define the uv_map seams 
and where to place them. That would have to be done in Blender too.

-- 
Thomas


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From: dick balaska
Subject: Re: Antony Gormley simulation
Date: 30 Nov 2017 03:14:25
Message: <5a1fbde1$1@news.povray.org>
Am 2017-11-29 20:37, also sprach Bald Eagle:

> 
> Meet ... Jack.  :D
> 

You're such a snowflake, Jack. Go to your safespace!

-- 
dik


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From: Stephen
Subject: Re: Antony Gormley simulation
Date: 30 Nov 2017 04:51:42
Message: <5a1fd4ae$1@news.povray.org>
On 30/11/2017 08:10, Thomas de Groot wrote:
> On 29-11-2017 16:14, Stephen wrote:
>> On 29/11/2017 14:47, clipka wrote:
>>> Am 29.11.2017 um 09:44 schrieb Stephen:
>>>> On 29/11/2017 07:52, Thomas de Groot wrote:
>>>>>>>
>>>>>>
>>>>>> UV mapping a blob. Now there's a thought. :)
>>>>>>
>>>>>
>>>>> Hmmm... is that possible?
>>>>
>>>> After a quick test, yes.
>>>
>>> Not with POV-Ray.
>>>
>>> You might not get an error message, 
>>
>> No error message in Ver 3.6
>>
>>
>>> but that doesn't mean you actually
>>> get UV mapping.
>>>
>>
>> It did not look the slightest like UV mapping when I tried it.
>>
>> It might be possible to get the effect in Blender if the PovRay 
>> exporter exports their metaballs as meshes.
>>
> 
> A big problem as I see it, would then be how to define the uv_map seams 
> and where to place them. That would have to be done in Blender too.
> 

Just thinking out loud.

I think you could do it with a technique similar to using uv mapper. 
Select a portion of the model and associate it with a part of the image 
map. Quite laborious compared to using the "ready rolled" Poser ones.
Also Blender's metaballs have some differences from Pov's blobs. Or so 
it seemed in the 15 minutes I took to look at it.
I don't really want to get distracted form what I am doing in Poser. I 
am having problems getting clothes to fit a model in a crouching 
position. The working title is: "How Christianity came to the Western 
Isles."

BTW Do you (or anyone) know how to add a colour tint to a poser model? 
Say, give a green or blue tint to a skin tone.


-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Antony Gormley simulation
Date: 30 Nov 2017 05:05:21
Message: <5a1fd7e1$1@news.povray.org>
On 30/11/2017 09:51, Stephen wrote:
> BTW Do you (or anyone) know how to add a colour tint to a poser model? 
> Say, give a green or blue tint to a skin tone.

Never mind. It is easy to do in Poser. (Change the diffuse colour in the 
material room.)

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Antony Gormley simulation
Date: 30 Nov 2017 07:19:48
Message: <5a1ff764$1@news.povray.org>
On 30-11-2017 10:51, Stephen wrote:
> I don't really want to get distracted form what I am doing in Poser. I 
> am having problems getting clothes to fit a model in a crouching 
> position. The working title is: "How Christianity came to the Western 
> Isles."

That /is/ difficult to do. Best I can suggest is to subdivide the cloth 
as much as possible.

> 
> BTW Do you (or anyone) know how to add a colour tint to a poser model? 
> Say, give a green or blue tint to a skin tone.
> 

You gave the answer :-)


-- 
Thomas


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From: Bald Eagle
Subject: Re: Antony Gormley simulation
Date: 30 Nov 2017 07:45:00
Message: <web.5a1ffd272471086bc437ac910@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> That is looking good indeed. I need to ponder this a bit more; I think I
> know how to do this but I want to examine all the angles, so to speak. I
> can see the advantage of this procedure and it would avoid the
> subdividing of the container in discrete elements.

Right -  sometimes it's easier to just develop something that's generally
applicable, because then you can use it with just about anything.
I had an idea last night about a way to fill the object, and if I ever get the
time to work it out, it would look great as an animation.

> Saving the point locations is certainly an excellent idea. I shall
> certainly come to that eventually.

I haven't gotten that far, I only had enough time to work out some code and
syntax on my work laptop, and then rewrite it all at home.
Thou shalt not forget thy USB stick.
IIRC, you had posted some read/write code for an evalpigment scene or something
- I'll probably work off of that.


> Well done indeed.

Thanks - as with most things, it's just a matter of getting around to actually
doing it.

It would be nice to have a few robust "FillObject()" macros in the ole' POV-Ray
toolkit.


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