POV-Ray : Newsgroups : povray.binaries.images : Algorithmus Wanted Server Time
25 Apr 2024 17:52:51 EDT (-0400)
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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


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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


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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.


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From: Kenneth
Subject: Re: Algorithmus Wanted
Date: 22 Feb 2018 14:00:01
Message: <web.5a8f1208b2b3090ca47873e10@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:
>
> 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).

Thanks for that. Making such multi-object equidistant spline shapes was never
easy for me; I did manage to do it once-- with much work-- for a long-ago scene.
But I lost it years ago :-(


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From: Sven Littkowski
Subject: Re: Algorithmus Wanted
Date: 22 Feb 2018 16:57:21
Message: <5a8f3cc1$1@news.povray.org>
Here is my new problem, and it has nothing to do with POV-Ray: the BLACK
SCREEN.

I am using an Intel i3 processor, and the Intel HD Graphics driver. That
combination is known to cause the Black Screen during graphical works.
In my case, i tried to do a simple animation with the modified scene,
but get always the Black Screen after rendering the 4th or 5th frame. I
don't think, that there is any solution to this, for my computer.

I have to ask anyone of you, if you could render 100 frames for me, if
you can forgive me that request.

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

Output_File_Type=n Quality=12 +KI0.0 +KF1.0 +KFI1 +KFF100

800x450
AA 0.3

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

// ABX  Place and orient objects along spline
http://news.povray.org/povray.general/message/%3Cttoenucoq6fcgkun57la24s9ia4ij5o573%404ax.com%3E/#%3Cttoenucoq6fcgkun57la24s9ia4ij5o573%404ax.com%3E

#version 3.7;

#declare RAD = 4;

global_settings
{
 #declare a_g = 1;
 assumed_gamma a_g
 max_trace_level 5
 subsurface {radiosity on samples 200,200}
 noise_generator 2
 #if(RAD > 0)
  radiosity
  {
   pretrace_start 0.08
   pretrace_end   0.04/RAD
   count 60*RAD
   nearest_count min (20, RAD)
   error_bound 2/RAD
   low_error_factor 0.5
   recursion_limit 1
   gray_threshold 0
   minimum_reuse 0.015
   brightness 1
   adc_bailout 0.005
   normal on
   media off
   always_sample off
  }
 #end
}

camera
{
 angle 31*image_width/image_height*0.75
 location  < 0, 0, -2 >
 right     x*image_width/image_height
 look_at   < 0, 0.05, 0 >
}

#include "transforms.inc"
#include "shapes.inc"
#include "strings.inc"

#macro Time_To_Length_Converter (Spline, Min, Max, Accuracy)

#local Conversion = function
{
 spline
 {
  #local Last   = Spline (Min);
  #local Length = 0;
  #local C      = Min;
  #while (C <= Max)
   #local C      = min (C, Max);
   #local Point  = Spline (C);
   #local Length = Length+vlength (Point-(Last*1.0003));
   #local Last   = Point;
   C , < 1, 0, 0 >*Length
   #local C      = C+Accuracy;
  #end
 }
}

function (T)
 {
  Conversion (T).x
 }
#end

#macro Spline_With_Linear_Movement (Spline, Min, Max, Accuracy)
 spline
 {
  #local Last   = Spline(Min);
  #local Length = 0;
  #local C      = Min;
  #while (C <= Max)
   #local C      = min (C, Max);
   #local Point  = Spline (C);
   #local Length = Length+vlength (Point-Last);
   #local Last   = Point;
   Length, Point+<0,0,0>
   #local C      = C+Accuracy;
  #end
 }
#end

#declare fac  = 0.5;
#declare rs   = seed (2338);
#declare sca  = rand (rs);
#declare sca2 = 0.5;

#declare MySpline = spline
{
 cubic_spline
 -0.125,<sca*-1,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0,     <sca*0,0,1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.125, <sca*1,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.25,  <sca*2,0,-1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.375, <sca*3,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.5,   <sca*4,0,1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.625, <sca*5,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac
 0.75,  <sca*6,0,-1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.875, <sca*7,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 1,     <sca*8,0,1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 1.125, <sca*9,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac
}

#declare MySplineLinear   = Spline_With_Linear_Movement (MySpline, 0, 1,
0.001);
#declare f_MySplineLength = Time_To_Length_Converter (MySpline, 0, 1,
0.001);
#declare MySplineLength   = f_MySplineLength (1);

#declare MyObject = 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 color rgb 1 ]
     [ 1 color rgb < 0.075, 0.0751, 0.075 > ]
    }
    rotate < 0, 0, 90 >
    scale 0.6
   }
   normal
   {
    granite 0.15
    scale 1
   }
   finish { phong 0.1 }
  }
 }
 union
 {
  cylinder { < -0.323, 0, 0 >, < -0.322, 0, 0 >, 0.425 }
  cylinder { <  0.323, 0, 0 >, <  0.322, 0, 0 >, 0.425 }
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0      rgbt < 0.7764706, 0.8941176, 0.545098, 0.85 > ]
     [ 0.65   rgbt < 0.7764706, 0.8941176, 0.545098, 0.85 > ]
     [ 1      rgbt < 0.075,     0.0755,    0.075,    0.35 > ]
    }
    rotate <0,0,90>
    scale 0.52
   }
   normal
   {
    granite 0.15
    scale 1
   }
   finish { phong 0.1 }
  }
 }
 sphere
 {
  < 0, 0, 0 >, 0.315
  scale < 1, 1, 1 >
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0      rgb < 0.5019608, 0.772549, 0.227451 >*0.9 ]
     [ 1      rgb < 0.5019608, 0.772549, 0.227451 >*1.1 ]
    }
    rotate <0,0,90>
    scale 0.52
   }
   normal
   {
    granite 0.75
    scale 0.5
   }
   finish { phong 0.1 ambient 0.5 }
  }
 }
 scale 0.27
 rotate z*90
}

#declare Step = MySplineLength*0.05;

#declare All = union
{
 #declare Count = 0;
 #while (Count <= MySplineLength-Step)
  object
  {
   MyObject
   pigment { color rgb < 1, 0.3, 0.7 > }
   finish
   {
    specular albedo 1
    metallic
    roughness 0.025
    diffuse 0.4
    brilliance 2
    reflection {0, 1 metallic}
    conserve_energy
    irid { 0.35 thickness 0.1 turbulence 0.5 }
    ambient 0
   }
   Spline_Trans (MySplineLinear, Count, y, 0.1, 0.1)
  }
  #declare Count = Count+Step;
 #end
 rotate x*90
 rotate < 0.0, (clock*360), 0.0 >
}

object
{
 Center_Object (All, 1)
 translate z*5
}

sphere
{
 0, 1000
 pigment
 {
  image_map
  {
   hdr "kitchen_probe2.hdr"
   gamma 2.2
   map_type 1
   interpolate 2
  }
 }
 finish {emission rgb 0.05}
 no_image
}

background
{
 color rgb < 0.1882353,  0.2705882,  0.3294118 >*0.1
}

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


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From: Norbert Kern
Subject: Re: Algorithmus Wanted
Date: 22 Feb 2018 18:05:00
Message: <web.5a8f4be2b2b3090c4b6ef3930@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> Here is my new problem, and it has nothing to do with POV-Ray: the BLACK
> SCREEN.
>
> I am using an Intel i3 processor, and the Intel HD Graphics driver. That
> combination is known to cause the Black Screen during graphical works.
> In my case, i tried to do a simple animation with the modified scene,
> but get always the Black Screen after rendering the 4th or 5th frame. I
> don't think, that there is any solution to this, for my computer.
>
> I have to ask anyone of you, if you could render 100 frames for me, if
> you can forgive me that request.


No problem,

I do it for you. But where can I upload the results?

Norbert


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From: Norbert Kern
Subject: Re: Algorithmus Wanted
Date: 22 Feb 2018 18:30:00
Message: <web.5a8f5163b2b3090c4b6ef3930@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:

> No problem,
>
> I do it for you. But where can I upload the results?
>
> Norbert


Nevrmind,

I uploaded the pics to pbs-f.

Norbert


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From: Sven Littkowski
Subject: Re: Algorithmus Wanted
Date: 22 Feb 2018 21:39:33
Message: <5a8f7ee5$1@news.povray.org>
On 22.02.2018 18:25, Norbert Kern wrote:
> "Norbert Kern" <nor### [at] t-onlinede> wrote:
> 
>> No problem,
>>
>> I do it for you. But where can I upload the results?
>>
>> Norbert
> 
> 
> Nevrmind,
> 
> I uploaded the pics to pbs-f.
> 
> Norbert
> 
> 
> 
> 
> 
Hmmm, best to send it by e-mail. Saved inside a ZIP or RAR file.

i [ AAATTT ] SvenLittkowski [ DDDOOOTTT ] name

---

http://www.avg.com


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From: Sven Littkowski
Subject: Re: Algorithmus Wanted
Date: 22 Feb 2018 21:42:52
Message: <5a8f7fac$1@news.povray.org>
Got the 2 files, big thanks!

---

http://www.avg.com


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From: Sven Littkowski
Subject: Re: Algorithmus Wanted
Date: 23 Feb 2018 00:28:35
Message: <5a8fa683$1@news.povray.org>
Okay, I was reading through the source code of this scene. This
"Spline_Trans" is new to me.

Is there any way to change the spline shape itself by random factors? At
the moment, it is like an "M", but I don't mind variations between "U"
and "M".

Each of these chains resembles a colony of Orbisiana, but based on the
water current, each chain had different angles.

I tried with changing the SEED, but all that does is to shorten or
stretch that given "M" shape. And when stretched, there are even wide
distances between each body.

One update: I made this change to the scene:

   #local Length = Length+vlength (Point-(Last*1.0003));

Before it was:
   #local Length = Length+vlength (Point-Last);

---

http://www.avg.com


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