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17 May 2024 19:51:33 EDT (-0400)
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From: Kenneth
Subject: Re: hilbert2d utility
Date: 9 May 2018 16:15:00
Message: <web.5af35668ff7db64ca47873e10@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
>
> I have been playing with the spheresweep output. As I try to trace() a
> grass landscape with a path of flowers following a Hilbert Curve.
>

Those images are really nice.

Did you 'trace' all the green grass blades onto the object, or did you use some
other less-involved trick?

I love the 'fuzzy' look of the grass, in the more distant render; it looks like
the fuzz on a tennis ball; or maybe 'flocking.' At first, I thought it was an
interesting use of crand!


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From: Kenneth
Subject: Re: hilbert2d utility
Date: 9 May 2018 17:15:01
Message: <web.5af363dcff7db64ca47873e10@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

>
> ...Is there something in the Windoze
> editor that gets confused when /* ... */ comments are nested?
> Ctrl + ] doesn't always work as I expect.
> But then that could be me. It so often is.
>

Yeah, that can be annoying. If we're taking about the same thing(?), I wrote an
earlier post about it...

http://news.povray.org/povray.general/thread/%3Cweb.5a1ffb6a92f74a1989df8d30%40news.povray.org%3E/?ttop=422124&toff=50


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From: Stephen
Subject: Re: hilbert2d utility
Date: 9 May 2018 17:35:12
Message: <5af36990$1@news.povray.org>
On 09/05/2018 21:13, Kenneth wrote:
> Stephen <mca### [at] aolcom> wrote:
>>
>> I have been playing with the spheresweep output. As I try to trace() a
>> grass landscape with a path of flowers following a Hilbert Curve.
>>
> 
> Those images are really nice.
> 

Thank you.


> Did you 'trace' all the green grass blades onto the object, or did you use some
> other less-involved trick?
> 

  Every single one of them. If I remember correctly there are about 6 
million  grass blades on the total target heightfield area. At that 
density of grass. The render time was about 8 minutes. Mostly parsing.

  It really is a brute force method. One WIP had about 11E6 blades and I 
was shutting down programs as the memory usage climbed.

The target could be anything. Here is a link to one I made in reply to a 
friend who sent me a sarky cartoon.

*Rude word warning*

https://i.imgur.com/kvDzf4T.png



> I love the 'fuzzy' look of the grass, in the more distant render; it looks like
> the fuzz on a tennis ball; or maybe 'flocking.' At first, I thought it was an
> interesting use of crand!
> 

Crand!
Crand? I like to think of myself as an animator. I never use crand. ;-)

The "look" is very dependant on the closeness of the view.

I'm going to try to plant flowers to make an image from a poster, next.


-- 

Regards
     Stephen


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From: Stephen
Subject: Re: hilbert2d utility
Date: 9 May 2018 17:49:27
Message: <5af36ce7$1@news.povray.org>
On 09/05/2018 22:10, Kenneth wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>>
>> ...Is there something in the Windoze
>> editor that gets confused when /* ... */ comments are nested?
>> Ctrl + ] doesn't always work as I expect.
>> But then that could be me. It so often is.
>>
> 
> Yeah, that can be annoying. If we're taking about the same thing(?), I wrote an
> earlier post about it...
> 
>
http://news.povray.org/povray.general/thread/%3Cweb.5a1ffb6a92f74a1989df8d30%40news.povray.org%3E/?ttop=422124&toff=50
> 
> 

Yes, we are talking about the same thing. I don't know how I missed your 
post. It would have saved me a few hours if I had known that it was a 
known issue.

-- 

Regards
     Stephen


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From: Alain
Subject: Re: hilbert2d utility
Date: 9 May 2018 18:44:20
Message: <5af379c4@news.povray.org>
Le 18-05-09 à 16:07, Kenneth a écrit :
> jr <cre### [at] gmailcom> wrote:
>> see message in p.b.utilities
> 
> Beautiful images.
> 
> Off-topic, I think the 'lemon slice' in your grenadine photo would look much
> nicer if it used subsurface scattering (SSLT). That slice looks like a good
> candidate for it.
> 
> 
> 

That lemon slice, and the glass, is from the grenadine.pov that that you 
can find in .../scenes/advanced/grenadine/grenadine.pov


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From: jr
Subject: Re: hilbert2d utility
Date: 9 May 2018 21:03:25
Message: <5af39a5d@news.povray.org>
hi,

On 09/05/2018 21:07, Kenneth wrote:
> Beautiful images.

thanks.  as Alain mentioned, the images are "hacked" scenes from the
distribution.

and glad you commented, because Bald Eagle wrote "This would work well
with Kenneth's "sideways heightfield" city building concept to make
shrubs or a hedge maze."

which got me thinking, not hedge - building.  could your system be used
to "drape" a suitably scaled building shaped like in the attached
image*?  30+ floors, ideally.

jr.

* the script to convert a hilbert2d sphere_sweep to boxes is posted as a
follow up to the program, in p.b.utilities.


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Attachments:
Download 'build-outline.png' (3 KB)

Preview of image 'build-outline.png'
build-outline.png


 

From: Kenneth
Subject: Re: hilbert2d utility
Date: 10 May 2018 01:35:01
Message: <web.5af3d9bdff7db64ca47873e10@news.povray.org>
jr <cre### [at] gmailcom> wrote:

>
> and glad you commented, because Bald Eagle wrote "This would work well
> with Kenneth's "sideways heightfield" city building concept to make
> shrubs or a hedge maze."
>
> which got me thinking, not hedge - building.  could your system be used
> to "drape" a suitably scaled building shaped like in the attached
> image*?  30+ floors, ideally.
>

(I had to brush-up on my miniscule knowledge of Hilbert curves!)

Is this what you have in mind, as the general idea?

This test image doesn't actually use height_fields for the vertical building
faces; in fact, it's just a POV-Ray + Photoshop mock-up!

Like you, I've been thinking about how to use my HF idea to make buildings with
'indented' sections. Not particularly in the shape of Hilbert curves, but the
same general idea. *In theory*, it should be easy. The trick is to 'slice and
dice' (and then rotate) the many vertically-oriented HF faces so that they all
match up with no seams-- AND so that only full window sections are used. That
particular problem is apparent in this mock-up image: some of the windows are
cut off prematurely at the various building edges.

But it should be easy to do; I just haven't gotten to that stage yet. (Real life
keeps intruding.) Even a Hilbert-curve variety looks do-able; the equations for
that could be used in some way to do the proper slicing/dicing of the HFs.


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Attachments:
Download 'hilbert_towers.jpg' (147 KB)

Preview of image 'hilbert_towers.jpg'
hilbert_towers.jpg


 

From: Thomas de Groot
Subject: Re: hilbert2d utility
Date: 10 May 2018 02:50:28
Message: <5af3ebb4$1@news.povray.org>
[shudder]

I do not want to imagine what it would be like to live in a building 
like that! ;-)

-- 
Thomas


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From: jr
Subject: Re: hilbert2d utility
Date: 10 May 2018 14:46:09
Message: <5af49371@news.povray.org>
hi,

On 10/05/2018 06:33, Kenneth wrote:
>> which got me thinking, not hedge - building.  could your system be used
>> to "drape" a suitably scaled building shaped like in the attached
>> image*?  30+ floors, ideally.
> 
> (I had to brush-up on my miniscule knowledge of Hilbert curves!)
> Is this what you have in mind, as the general idea?

that must be some brush.  :-)  very cool image, in essence what I have
in mind.  more below.

> This test image doesn't actually use height_fields for the vertical building
> faces; in fact, it's just a POV-Ray + Photoshop mock-up!

you use HFs to get balconies and such?

> Like you, I've been thinking about how to use my HF idea to make buildings with
> 'indented' sections. Not particularly in the shape of Hilbert curves, but the
> same general idea. *In theory*, it should be easy. The trick is to 'slice and
> dice' (and then rotate) the many vertically-oriented HF faces so that they all
> match up with no seams-- AND so that only full window sections are used. That
> particular problem is apparent in this mock-up image: some of the windows are
> cut off prematurely at the various building edges.

cannot comment really since I've no idea of details, but am curious to
learn more.  can I read slicing + dicing as using a tile-based method?

> But it should be easy to do; I just haven't gotten to that stage yet. (Real life
> keeps intruding.) Even a Hilbert-curve variety looks do-able; the equations for
> that could be used in some way to do the proper slicing/dicing of the HFs.

again, curious to find out a little more about the tool(s) in use.


On 10/05/2018 07:50, Thomas de Groot wrote:
> [shudder]
> I do not want to imagine what it would be like to live in a building
> like that! ;-)

oh dear.  :-)

it may get worse.  the setting I have in mind is in part inspired by
your scene with the house by/in the water.  ;-)

think science fiction. the building is not really that, it is the whole
city.  if the grid unit is 1km and the construction is, say, 400m wide
and 1600m tall, there's enough room for everything:
fishing/shipping/light industry, public + civil service stuff, internal
transport systems, and residential.  it stands just offshore, in shallow
waters.

jr.


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From: Kenneth
Subject: Re: hilbert2d utility
Date: 10 May 2018 17:20:00
Message: <web.5af4b6afff7db64ca47873e10@news.povray.org>
jr <cre### [at] gmailcom> wrote:
>
> can I read slicing + dicing as using a tile-based method?
>

Yes, and in two different ways.

The INITIAL 1X1-unit (horizontal) height_field is made from some Photoshop
artwork-- which is derived from a building-face photo I snatched from the
internet. (LOTS of those!) The photo will generally show a good number of
windows.

That photo (and its HF derivitive) are first trimmed to be a repeating tile,
with a certain number of window units (which actually varies from photo to
photo, depending on the photo itself and on my own whim.)

The initial height_field is then repeated (or 'assembled') into a much more
expansive HF-- lots of repetitive tiles, and all still horizontal. (The actual
windows photo is then applied to this as a repeating pigment, in a likewise
way.)

This is the main HF 'template' -- which is then flipped vertically (as a
building face), then trimmed down to any particular width and height that I want
for a particular building shape. For a typical 'boxy' building, it's just a
matter of making four of those building faces and rotating/translating them
correctly-- with the caveat that the chosen face widths should not 'slice
though' any actual windows.

For a building with *indents* in the faces -- like the Hilbert example (OR
protrusions)-- the HF template needs to be 'sliced' into smaller widths for
those sections. My 'Hilbert Towers' example image looks like it would need 28(?)
different faces-- but could make use of identical repetitions to reduce that.

>
> you use HFs to get balconies and such?

Well, to a limited extent. So far, I've used the HFs only to get *recessed*
windows, and also some slightly protruding shapes (like window lintels and the
occasional air-conditioner that sticks out a window.) I think actual balconies
would require a different(?) approach-- only because of the balcony railings.
They don't look right as part of the HF.


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