POV-Ray : Newsgroups : povray.binaries.images : Algorithmus Wanted Server Time
26 Dec 2024 13:35:55 EST (-0500)
  Algorithmus Wanted (Message 1 to 10 of 17)  
Goto Latest 10 Messages Next 7 Messages >>>
From: Sven Littkowski
Subject: Algorithmus Wanted
Date: 18 Feb 2018 22:38:43
Message: <5a8a46c3@news.povray.org>
Hi,

please have a look to the attached image.

I try to create a snake-alike chain of these tiny bodies, but I fail to
get them to look the way I need them to look. Ideally, each small body
is attached to each other, and the chain they create has some gentle
curves in it: a gentle bend upwards, and tiny bends towards the left and
right sides. But i fail. Heck, sometimes I even get many bodies that are
not connected at all!

Who has an idea how to implement an algorithm that is giving better results?

ENTIRE SCENE CODE
-----------------------------------------------------

#version 3.7;

#declare MyRadiosity = off;
#declare MyClouds = off;
#declare MyLight = on;
#declare MySuns = off;
#declare MyForest = off;
#declare MyPlanet = off;
#declare MyAir = off;
#declare MyTowers = off;
#declare MyBubble = on;
#declare MyBubbleTextures = off;


#declare MyNature = pigment { color rgb < 0.16863,  0.32941,  0.070588 > };


global_settings
{
 assumed_gamma 1.4
 #if(MyRadiosity=on)
  radiosity
  {
   media on
//   pretrace_start 0.08
//   pretrace_end   0.001
   count 400
//   error_bound 0.75
//   recursion_limit 1
   normal on
  }
 #end
 subsurface        {}
 adc_bailout       0.0039
 ambient_light     rgb < 0.000, 0.000, 0.000 >
 assumed_gamma     1.000
 irid_wavelength   rgb < 0.250, 0.180, 0.140 >
 max_trace_level   5
 number_of_waves   10
 noise_generator   3
 charset           ascii
}

#default
{
 finish { ambient 0.0 diffuse 1.0 }
}

//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "functions.inc"
#include "shapes.inc"
//------------------------------------------------------------------------

light_source
{
 < -3000, 1000, -3000 >
 color rgb < 0.4862745,  0.9803922,  0.6823529 >
}

//------------------------------------------------------------------------

camera
{
 location  < 0.0 , 0.0 , -10.0 >
 look_at   < 0.0 , 0.0 , 0.0 >
}

// Element ---------------------------------------------------------------

#declare Element = union
{
 union
 {
  torus
  {
   0.425, 0.075
   rotate < 0.0, 0.0, 90.0 >
   scale < 4.5, 1.125, 1.125 >
  }
  torus
  {
   0.425, 0.075
   rotate < 0.0, 0.0, 90.0 >
   translate < -0.25, 0.0, 0.0 >
  }
  torus
  {
   0.425, 0.075
   rotate < 0.0, 0.0, 90.0 >
   translate < 0.25, 0.0, 0.0 >
  }
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0.0 color rgb 1 ]
     [ 1.0 color rgb < 0.075,  0.0751,  0.075 > ]
    }
    rotate < 0.0, 0.0, 90.0 >
    scale 0.6000
   }
   normal
   {
    granite 0.15 scale 1.0
   }
   finish { phong 0.1 }
  }
 }

 union
 {
  cylinder { < -0.323, 0.0, 0.0 > < -0.322, 0.0, 0.0 > 0.425 }
  cylinder { <  0.323, 0.0, 0.0 > <  0.322, 0.0, 0.0 > 0.425 }
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0.00 color rgbt < 0.7764706,  0.8941176,  0.545098, 0.85 > ]
     [ 0.65 color rgbt < 0.7764706,  0.8941176,  0.545098, 0.85 > ]
     [ 1.00 color rgbt < 0.075,  0.0755,  0.075, 0.35 > ]
    }
    rotate < 0.0, 0.0, 90.0 >
    scale 0.52
   }
   normal
   {
    granite 0.15 scale 1.0
   }
   finish { phong 0.1 }
  }
 }
 sphere
 {
  < 0.0, 0.0, 0.0 > 0.315
  scale < 1.0, 1.0, 1.0 >
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0.0 color rgb < 0.5019608,  0.772549,  0.227451 > ]
     [ 1.0 color rgb < 0.5019608,  0.772549,  0.227451 > ]
    }
    rotate < 0.0, 0.0, 90.0 >
    scale 0.52
   }
   normal
   {
    granite 0.75 scale 0.5
   }
   finish { phong 0.1 }
  }
 }
}

// ---------------------------------------------------------


#macro MyOrbisiana(MyRandomizer)
 #declare MyRandomer = seed((MyRandomizer)+3);
 #declare MyLength   = int(rand(MyRandomer)*200);   // Anzahl der Glieder
 #declare MyNegative = rand(MyRandomer);
 #if(MyNegative<0.5)
  #declare Negative = -1;
 #else
  #declare Negative =  1;
 #end
 #declare MyX        = rand(MyRandomer)*04*Negative;
 #declare MyY        = rand(MyRandomer)*01*Negative;
 #declare MyZ        = rand(MyRandomer)*00*Negative;
 #declare MyPosition = 0.00;
 #declare MyElement  = 0;

 union
 {
  #while (MyElement<MyLength)
   object { Element translate < 0.0, 0.0, MyPosition > rotate < MyX,
MyY, MyZ > }
   #declare MyNegative = rand(MyRandomer);
   #if(MyNegative<0.5)
    #declare Negative = -1;
   #else
    #declare Negative =  1;
   #end
   #declare MyX        = MyX+rand(MyRandomer)*04*Negative;
   #declare MyY        = MyY+rand(MyRandomer)*01*Negative;
   #declare MyZ        = MyZ+rand(MyRandomer)*00*Negative;
   #declare MyPosition = MyPosition+0.925;
   #declare MyElement  = MyElement+1;
  #end
  no_shadow
 }
#end

// Water -----------------------------------------------------------------

background { color rgb < 0.1843137,  0.4666667,  0.5490196 > * 0.5 }

#declare ThisRandom   = seed (now);
#declare ThisNegative = rand(ThisRandom);
#if(ThisNegative<0.5)
 #declare ANegative   = -1;
#else
 #declare ANegative   =  1;
#end
#declare ThisX        = rand(ThisRandom)*02*ANegative;
#declare ThisY        = rand(ThisRandom)*05*ANegative;
#declare ThisZ        = rand(ThisRandom)*02*ANegative;
#declare ThisPX       = rand(ThisRandom)*3*ANegative;
#declare ThisPY       = rand(ThisRandom)*3*ANegative;
#declare ThisPZ       = rand(ThisRandom)*3*ANegative;
#declare ThisLife     = int(rand(ThisRandom)*50);   // Anzahl der
Orbisianas
#declare ThisLife     = 1;   // Anzahl der Orbisianas - only one for now
#declare ALife        = 0;

#while (ALife<ThisLife)
 #declare MyRandom     = int(rand(ThisRandom)*1000);
 object { MyOrbisiana(MyRandom) scale 0.5 rotate < MyX, MyY, MyZ >
translate < 7.0+ThisPX, ThisPY, ThisPZ > }
 #declare ThisX        = ThisX+(rand(ThisRandom)*02*ANegative);
 #declare ThisY        = ThisY+(rand(ThisRandom)*05*ANegative);
 #declare ThisZ        = ThisZ+(rand(ThisRandom)*02*ANegative);
 #declare ThisPX       = ThisPX+(rand(ThisRandom)*3*ANegative);
 #declare ThisPY       = ThisPY+(rand(ThisRandom)*3*ANegative);
 #declare ThisPZ       = ThisPZ+(rand(ThisRandom)*3*ANegative);
 #declare ALife        = ALife+1;
#end


---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com


Post a reply to this message


Attachments:
Download 'sl - uwe-m.jpg' (41 KB)

Preview of image 'sl - uwe-m.jpg'
sl - uwe-m.jpg


 

From: Mike Horvath
Subject: Re: Algorithmus Wanted
Date: 18 Feb 2018 23:18:27
Message: <5a8a5013$1@news.povray.org>
On 2/18/2018 10:38 PM, Sven Littkowski wrote:
>     #declare MyX        = MyX+rand(MyRandomer)*04*Negative;
>     #declare MyY        = MyY+rand(MyRandomer)*01*Negative;
>     #declare MyZ        = MyZ+rand(MyRandomer)*00*Negative;

Instead of the above, I think you should use a radius and rotation by an 
angle.


#declare MyAngle    = rand(MyRandomer)*2*pi;
#declare MyX        = MyX+MyRadius*cos(MyAngle);
#declare MyY        = MyY+MyRadius*sin(MyAngle);
#declare MyZ        = MyZ;


Or something similar.


Mike


Post a reply to this message

From: Sven Littkowski
Subject: Re: Algorithmus Wanted
Date: 19 Feb 2018 20:13:21
Message: <5a8b7631$1@news.povray.org>
On 18.02.2018 23:18, Mike Horvath wrote:
> #declare MyAngle    = rand(MyRandomer)*2*pi;
> #declare MyX        = MyX+MyRadius*cos(MyAngle);
> #declare MyY        = MyY+MyRadius*sin(MyAngle);
> #declare MyZ        = MyZ;



Thanks. I want to give a try. But for now, "MyRadius" causes problems
because it has nowhere initialized. With what value do you initialize it?



---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com


Post a reply to this message

From: Mike Horvath
Subject: Re: Algorithmus Wanted
Date: 20 Feb 2018 01:30:28
Message: <5a8bc084$1@news.povray.org>
On 2/19/2018 8:13 PM, Sven Littkowski wrote:
> On 18.02.2018 23:18, Mike Horvath wrote:
>> #declare MyAngle    = rand(MyRandomer)*2*pi;
>> #declare MyX        = MyX+MyRadius*cos(MyAngle);
>> #declare MyY        = MyY+MyRadius*sin(MyAngle);
>> #declare MyZ        = MyZ;
> 
> 
> 
> Thanks. I want to give a try. But for now, "MyRadius" causes problems
> because it has nowhere initialized. With what value do you initialize it?
> 
> 
> 
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
> 


Something like this:

#declare MyRadius    = 4;

Change it to whatever size you need.


Post a reply to this message

From: Sven Littkowski
Subject: Re: Algorithmus Wanted
Date: 20 Feb 2018 10:50:22
Message: <5a8c43be@news.povray.org>
Thanks again!

I was rendering the scene, but the result is still not good - often, the
individual bodies are not touching each other.

See the attached image, that is what I try to achieve. It is a very,
very ancient life form, that lived long before the Cambrium in our oceans.


---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com


Post a reply to this message


Attachments:
Download 'orbisiana.jpg' (18 KB)

Preview of image 'orbisiana.jpg'
orbisiana.jpg


 

From: Sven Littkowski
Subject: Re: Algorithmus Wanted
Date: 20 Feb 2018 10:51:42
Message: <5a8c440e@news.povray.org>
Thanks again!

I was rendering the scene, but the result is still not good - often, the
individual bodies are not touching each other.

See the attached image, that is what I try to achieve. It is a very,
very ancient life form, that lived long before the Cambrium in our oceans.

------------------------------

#version 3.7;

#declare MyRadiosity = off;
#declare MyClouds = off;
#declare MyLight = on;
#declare MySuns = off;
#declare MyForest = off;
#declare MyPlanet = off;
#declare MyAir = off;
#declare MyTowers = off;
#declare MyBubble = on;
#declare MyBubbleTextures = off;


#declare MyNature = pigment { color rgb < 0.16863,  0.32941,  0.070588 > 
};


global_settings
{
 assumed_gamma 1.4
 #if(MyRadiosity=on)
  radiosity
  {
   media on
//   pretrace_start 0.08
//   pretrace_end   0.001
   count 400
//   error_bound 0.75
//   recursion_limit 1
   normal on
  }
 #end
 subsurface        {}
 adc_bailout       0.0039
 ambient_light     rgb < 0.000, 0.000, 0.000 >
 assumed_gamma     1.000
 irid_wavelength   rgb < 0.250, 0.180, 0.140 >
 max_trace_level   5
 number_of_waves   10
 noise_generator   3
 charset           ascii
}

#default
{
 finish { ambient 0.0 diffuse 1.0 }
}

//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "functions.inc"
#include "shapes.inc"
//------------------------------------------------------------------------

light_source
{
 < -3000, 1000, -3000 >
 color rgb < 0.4862745,  0.9803922,  0.6823529 >
}

//------------------------------------------------------------------------

camera
{
 location  < 0.0 , 0.0 , -10.0 >
 look_at   < 0.0 , 0.0 , 0.0 >
}

// Element ---------------------------------------------------------------

#declare Element = union
{
 union
 {
  torus
  {
   0.425, 0.075
   rotate < 0.0, 0.0, 90.0 >
   scale < 4.5, 1.125, 1.125 >
  }
  torus
  {
   0.425, 0.075
   rotate < 0.0, 0.0, 90.0 >
   translate < -0.25, 0.0, 0.0 >
  }
  torus
  {
   0.425, 0.075
   rotate < 0.0, 0.0, 90.0 >
   translate < 0.25, 0.0, 0.0 >
  }
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0.0 color rgb 1 ]
     [ 1.0 color rgb < 0.075,  0.0751,  0.075 > ]
    }
    rotate < 0.0, 0.0, 90.0 >
    scale 0.6000
   }
   normal
   {
    granite 0.15 scale 1.0
   }
   finish { phong 0.1 }
  }
 }

 union
 {
  cylinder { < -0.323, 0.0, 0.0 > < -0.322, 0.0, 0.0 > 0.425 }
  cylinder { <  0.323, 0.0, 0.0 > <  0.322, 0.0, 0.0 > 0.425 }
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0.00 color rgbt < 0.7764706,  0.8941176,  0.545098, 0.85 > ]
     [ 0.65 color rgbt < 0.7764706,  0.8941176,  0.545098, 0.85 > ]
     [ 1.00 color rgbt < 0.075,  0.0755,  0.075, 0.35 > ]
    }
    rotate < 0.0, 0.0, 90.0 >
    scale 0.52
   }
   normal
   {
    granite 0.15 scale 1.0
   }
   finish { phong 0.1 }
  }
 }
 sphere
 {
  < 0.0, 0.0, 0.0 > 0.315
  scale < 1.0, 1.0, 1.0 >
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0.0 color rgb < 0.5019608,  0.772549,  0.227451 > ]
     [ 1.0 color rgb < 0.5019608,  0.772549,  0.227451 > ]
    }
    rotate < 0.0, 0.0, 90.0 >
    scale 0.52
   }
   normal
   {
    granite 0.75 scale 0.5
   }
   finish { phong 0.1 }
  }
 }
}

// ---------------------------------------------------------


#macro MyOrbisiana(MyRandomizer)
 #declare MyRandomer = seed((MyRandomizer)+3);
 #declare MyLength   = int(rand(MyRandomer)*200);   // Anzahl der Glieder

 #declare MyNegative = rand(MyRandomer);
 #if(MyNegative<0.5)
  #declare Negative = -1;
 #else
  #declare Negative =  1;
 #end
 #declare MyX = 0;
 #declare MyY = 0;
 #declare MyZ = 0;
 #declare MyRadius    = 4;
 #declare MyAngle    = rand(MyRandomer)*2*pi;
 #declare MyX        = MyX+MyRadius*cos(MyAngle);
 #declare MyY        = MyY+MyRadius*sin(MyAngle);
 #declare MyZ        = MyZ;
 #declare MyPosition = 0.00;
 #declare MyElement  = 0;

 union
 {
  #while (MyElement<MyLength)
   object { Element translate < 0.0, 0.0, MyPosition > rotate < MyX,
MyY, MyZ > }
   #declare MyNegative = rand(MyRandomer);
   #if(MyNegative<0.5)
    #declare Negative = -1;
   #else
    #declare Negative =  1;
   #end
   #declare MyAngle    = rand(MyRandomer)*2*pi;
   #declare MyX        = MyX+MyRadius*cos(MyAngle);
   #declare MyY        = MyY+MyRadius*sin(MyAngle);
   #declare MyZ        = MyZ;
   #declare MyPosition = MyPosition+0.925;
   #declare MyElement  = MyElement+1;
  #end
  no_shadow
 }
#end

// Water -----------------------------------------------------------------

background { color rgb < 0.1843137,  0.4666667,  0.5490196 > * 0.5 }

#declare ThisRandom   = seed (now * 24*60*60);
#declare ThisNegative = rand(ThisRandom);
#if(ThisNegative<0.5)
 #declare ANegative   = -1;
#else
 #declare ANegative   =  1;
#end
#declare ThisX        = rand(ThisRandom)*02*ANegative;
#declare ThisY        = rand(ThisRandom)*05*ANegative;
#declare ThisZ        = rand(ThisRandom)*02*ANegative;
#declare ThisPX       = rand(ThisRandom)*3*ANegative;
#declare ThisPY       = rand(ThisRandom)*3*ANegative;
#declare ThisPZ       = rand(ThisRandom)*3*ANegative;
#declare ThisLife     = int(rand(ThisRandom)*50);   // Anzahl der
Orbisianas
#declare ThisLife     = 1;   // Anzahl der Orbisianas
#declare ALife        = 0;

#while (ALife<ThisLife)
 #declare MyRandom     = int(rand(ThisRandom)*1000);
 object { MyOrbisiana(MyRandom) scale 0.5 rotate < MyX, MyY, MyZ >
translate < 7.0+ThisPX, ThisPY, ThisPZ > }
 #declare ThisX        = ThisX+(rand(ThisRandom)*02*ANegative);
 #declare ThisY        = ThisY+(rand(ThisRandom)*05*ANegative);
 #declare ThisZ        = ThisZ+(rand(ThisRandom)*02*ANegative);
 #declare ThisPX       = ThisPX+(rand(ThisRandom)*3*ANegative);
 #declare ThisPY       = ThisPY+(rand(ThisRandom)*3*ANegative);
 #declare ThisPZ       = ThisPZ+(rand(ThisRandom)*3*ANegative);
 #declare ALife        = ALife+1;
#end


---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com


Post a reply to this message


Attachments:
Download 'orbisiana.jpg' (18 KB)

Preview of image 'orbisiana.jpg'
orbisiana.jpg


 

From: Norbert Kern
Subject: Re: Algorithmus Wanted
Date: 20 Feb 2018 15:20:00
Message: <web.5a8c81a2b2b3090cf6fe96310@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:

> I was rendering the scene, but the result is still not good - often, the
> individual bodies are not touching each other.


If you need your nice little "cells" touching each other, why not using
equidistant splines?

I made a quick example (source is in pbs-f).
Original code is from ABX - Place and orient objects along spline -
http://news.povray.org/povray.general/message/%3Cttoenucoq6fcgkun57la24s9ia4ij5o573%404ax.com%3E/#%3Cttoenucoq6fcgkun57
la24s9ia4ij5o573%404ax.com%3E
..

Of course you would have to generate some semirandom splines...

Norbert


Post a reply to this message


Attachments:
Download 'equidistant spline_example.jpg' (125 KB)

Preview of image 'equidistant spline_example.jpg'
equidistant spline_example.jpg


 

From: Sven Littkowski
Subject: Re: Algorithmus Wanted
Date: 20 Feb 2018 22:10:33
Message: <5a8ce329$1@news.povray.org>
Man-oh-man, that looks quite cool! Yes, this is getting close to what I
need!

I need them to touch each other, but I guess, this can be done by
altering your code a little bit. I also need them to curve a tiny bit
towards both side, but that, too, can surely done by tweaking your code.

That life form, by the way, is called Orbisiana.


---

http://www.avg.com


Post a reply to this message

From: Mike Horvath
Subject: Re: Algorithmus Wanted
Date: 21 Feb 2018 02:08:18
Message: <5a8d1ae2$1@news.povray.org>
On 2/20/2018 10:10 PM, Sven Littkowski wrote:
> That life form, by the way, is called Orbisiana.
> 

Actually, what you see in the image is a colony of Orbisiana.

An individual Orbisiana has a barrel like shape.


Mike


Post a reply to this message

From: Alain
Subject: Re: Algorithmus Wanted
Date: 21 Feb 2018 21:34:12
Message: <5a8e2c24$1@news.povray.org>

> On 2/20/2018 10:10 PM, Sven Littkowski wrote:
>> That life form, by the way, is called Orbisiana.
>>
> 
> Actually, what you see in the image is a colony of Orbisiana.
> 
> An individual Orbisiana has a barrel like shape.
> 
> 
> Mike

Those are very old life forms, almost proto-life, from before the 
cellular nuclei appeared. I also think they mostly did not contain any 
DNA nor RNA.


Post a reply to this message

Goto Latest 10 Messages Next 7 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.