POV-Ray : Newsgroups : povray.binaries.images : Normal documentation images. Quilted. Server Time
19 Apr 2024 05:24:18 EDT (-0400)
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From: Bald Eagle
Subject: Re: Normal documentation images. Quilted.
Date: 15 Oct 2020 15:15:00
Message: <web.5f889f49cc1d58b61f9dae300@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:

> Beyond that, you and I have questions as to whether the control point
> graphs and descriptions are correct with respect to the pattern(1). An
> update to these so they are better looking and generated with generated
> POV-Ray code is a good idea no matter. Christoph often made arguments
> for this and the v3.8 documentation has taken steps in this direction.

Yes, I think that such a thing would help answer most of the usual questions
about implementation, syntax, limitations, artefacts and other issues, etc.

Something using #switch to control the scene would allow easy generation of the
official documentation image, but with supplemental code showing variations and
slick tricks that one can do with the pattern.


> A sphere say. For example, and though there is turbulence, you can see
> the issue with the shipped quilt1 scene using the current quilted normal
> implementation. The curved surface is catching parts of the cube rather
> than adjusting with the surface curvature. As said above. I think we
> just let this go as is for quilted. Not to say we cannot work on and
> implement something better.

I have a "quilted.pov" scene - but yes, I understand (it's what I thought).
Same as if you use checkered.
Don't you just use uv_mapping to fix that?

> To my eye that looks good. I'll give it a try an maybe code up and
> in-built using the original c++ coding and compare to be paranoid. I see
> wanting to see this as a pigment (easier in povr due negative values).
> Not sure what you are after with the normal{} test...

You said the normal had different properties / handling than the pattern.  So
I'm treating them as two separate things.

> It has 360 degrees of directions to get perturbed in.
>
> And that's a problem. It needs to be perturb only in the half sphere of
> the original surface normal. Something I think my code addresses.

I mean that I don't understand exactly how a normal gets perturbed if I plug
some scalar function into a normal {} statement.
The top of a cube has a normal of +y.
If I perturb that normal, it gets tilted.
But in what direction?   I STILL have a full 360 degrees of a circle to choose
from - the tilt needs to be directional, but there is no basis vector
information associated with the scalar of the function.
Does the +y get tilted in the +x direction?  The +z direction?
Is it dependent on the light source or camera vector?


> Thanks. Guess I need to dig into the cause for the asymmetry in
> application seen here.

I must admit that I can't really see from your examples what the problem is -
but if you see it and it's real....


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From: Bald Eagle
Subject: Re: Normal documentation images. Quilted.
Date: 15 Oct 2020 16:10:06
Message: <web.5f88abfdcc1d58b61f9dae300@news.povray.org>
So here's what I'm getting out of

function {pigment {quilted control0 c0 control1 CN[c1]}}

and varying all components of the input vector from 0 to 1 at the same time.
#for (X, 0, 1, 0.01)
#local QX = Q (X, X, X);

plots of QX.x QX.y and QX.z are all the same, and the transmit and filter
components are always 0

So I have no idea where the documentation graphs come from.

I _must_ be doing _something_ wrong....


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From: Bald Eagle
Subject: Re: Normal documentation images. Quilted.
Date: 15 Oct 2020 17:50:01
Message: <web.5f88c363cc1d58b61f9dae300@news.povray.org>
So I wanted to check on the size and position of the pattern, given the graphs
in the docs go from -0.5 to 0.5.
The base pattern exists in a cube from <0, 0, 0> to <1, 1, 1>.

Which means it's centered at <0.5, 0.5, 0.5>, and the graph must be showing a
sort of signed axial distance.
But the function NEVER attains a value of 1.

Just to "see it all", I rendered 20 isosurfaces of 'quilted' with thresholds
from 0 to 1.

It just doesn't jive with the graphs showing a function returning values of from
0 to 1 inclusive.  Nor with the changing shape of the curves.
(And I did loop through and evaluate all of the c0 and c1 values and just plot
them all on top of one another.  Nothing reached 1, nothing stood out as an
S-shaped curve.)

It _does_ agree with the graphs I made showing it topping out at ~0.55.

Lucy... you got some 'splainin' to do....


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From: William F Pokorny
Subject: Re: Normal documentation images. Quilted.
Date: 17 Oct 2020 05:01:23
Message: <5f8ab2e3$1@news.povray.org>
On 10/15/20 3:13 PM, Bald Eagle wrote:
> William F Pokorny <ano### [at] anonymousorg> wrote:
> 
...
> 

I'll attempt to respond to your recent questions with this post while 
rambling too about what I've recently come to understand.

First, I think we missed a mistake in the translation of quilt_cubic. I 
believe the correct SDL is:

#declare INV_SQRT_3_4 = 1.154700538; // 1.0/sqrt(3.0/4.0) used in povr
#declare IT = function (T) {1-T}
#declare ITsqr = function (T) {pow(IT (T), 2)}
#declare Tsqr = function (T) {pow(T, 2)}
#declare Tcub = function (T) {pow(T, 3)}
#declare Val0 = function (T, _P1, _P2) {
(
pow(T, 3) +
(3 * T * pow(1-T, 2) * _P1) +
(3 * pow(T,2) * (1-T) * _P2)
)
* INV_SQRT_3_4
}

I've attached an image of 4 renders using iosurfaces of the function to 
plot.  In each plotting results using x at T and using different set 
control magnitudes. In each of the four flip the polarity of the control 
points as indicated.

Here speaking about the true normal vector perturbation method - ie 
normal {quilted..} - what I'm interested in for povr.  The old quilted 
sent values to quilt_cubic in the range of 0 to 0.867. This is the 
yellow vertical line in the plots.  My initial re-code is using values 
in the range of 0 to 0.5 because it seemed to work well - as do then, 
negative control values. Meaning in the current re-code, -1 to 1 
control1 and control2 values are OK. Larger magnitudes can be used too, 
but results less and less real world like - especially in the negative 
direction. (Negative control values 'function' in the current v3.8 
quilted too)

At it's best, the old true normal quilted looks a little more 
quilted/pillow-y than my current re-code, but the re-code offers much 
more stable results. Plus, you can now get other effects with wacko 
control values. I've attached a second image with a v38 render (noisy) 
and a povr render with the control values set to +9.6 and -9.6.

---
On the issue I was seeing with no_bump_scale. I saw what I saw because 
of a typo in my original re-code. A typo which caused the +-x axis to 
work as usual!  Once I stopped trying to internally normalize all 3 
dimensions, things work as before for no_bump_scale.

The no_bump_scale turns off the normalization of the incoming surface 
normal. Because we are perturbing incoming normals with the true normal 
patterns, using the option affects the strength of the perturbation for 
all scales not 1 in magnitude. The 'bump_size' value does too - as does 
any non-symmetric scaling. The normal perturbation path can be 
complicated.

When normals are used in ray direction and color calculations, they are 
always normalized to a length of 1.0. In other words, the magnitude of 
the normal doesn't matter at this point. Everything we do perturbing 
normals has to do with setting the resultant normal direction(a).

(a) - Excepting setting the normal strength to 0 which nulls the normal 
effects - though as I write this, I'm unsure what happens with ior 
calculations when the normal is zeroed...

Partly by the feature name, I suspect no_bump_scale was first aimed at 
bump maps where the depth of the normal at each vertex in patch based 
surfaces gets interpolated with the normals on the other corners of the 
patch. Some tooling does this in any case.

I'm unsure what happens with triangles and normal interpolation in 
POV-Ray with respect to normal magnitudes? Anyone know? When I've played 
myself with meshes and setting normals, I've always normalized them.

------- Your questions.
 > Don't you just use uv_mapping to fix that?

Yes, that is a way to get what you want for shapes with uv mapping. In 
POV-Ray there are often many ways to approach some result. ;-)

 > How the normal pattern perturbation works?

My current understanding...

For true normal patterns, essentially, an adder vector is calculated 
then weighted by the normal strength / bump_size value (0.5 default) 
before it gets added to the incoming surface normal. That incoming 
normal may or may not have been normalized depending upon the 
no_bump_scale setting.

For "value for map" based normals the values are perturbed and this 
affects the pyramid of samples around the surface point and so the 
resultant normal direction. I think the no_bump_scale must do nothing 
then? - but I've not tested this thought. It is with this form the 
normal accuracy default or user setting is used.

 > How to explain the -0.5 to 0.5 bottom axis of the plots in the 
documentation?

Not sure. Perhaps the values intended to represent the +-magnitudes of 
the possible x, y and z offsets from the center of each cube into the 
function. So a graph not really a function graph, but something meant to 
help users understand quilted? I now lean toward a c0,c1 grid of results 
(-1,+1) as a guide over plots of an internal function used in part to 
get some final effect.

Bill P.


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From: Kenneth
Subject: Re: Normal documentation images. Quilted.
Date: 17 Oct 2020 22:50:01
Message: <web.5f8bacdfcc1d58b6d98418910@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:

>
> I'd guess there isn't much use in translating the non-working normal.cpp
> quilted code so below is an my initial attempt at a fix for surfaces
> perpendicular to the x, y and z axis. This updated code passes most of
> my test cases...Whether this is what we want for a
> best quilted fix - I don't know!

The majority of these look quite good, in my opinion, except for odd-looking -H-
(I think one of its control points is negative.) Its inverted(?) pillow look is
kind of hard to discern, though. It would be interesting to see it with a higher
bump value.


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From: William F Pokorny
Subject: Re: Normal documentation images. Quilted.
Date: 18 Oct 2020 06:10:18
Message: <5f8c148a$1@news.povray.org>
On 10/17/20 10:49 PM, Kenneth wrote:
> William F Pokorny <ano### [at] anonymousorg> wrote:
>>
>> I'd guess there isn't much use in translating the non-working normal.cpp
>> quilted code so below is an my initial attempt at a fix for surfaces
>> perpendicular to the x, y and z axis. This updated code passes most of
>> my test cases...Whether this is what we want for a
>> best quilted fix - I don't know!
> 
> The majority of these look quite good, in my opinion, except for odd-looking -H-
> (I think one of its control points is negative.) Its inverted(?) pillow look is
> kind of hard to discern, though. It would be interesting to see it with a higher
> bump value.
> 

I've attached an hhh.png image with a bump_size of 1 instead of the 
default 0.5. The corners are raised relative to the middle parts. The 
apparent offset in each cube is due two lights of different colors and 
shading due light position.

---
I keep thrashing around on what to do fix wise with the true quilted 
normal pattern...

One of the weird things with the existing implementation is the x,y,z 
coordinates in the unit cube are all, always used in a distance from 
unit cube center calculation. This meant the quilt_cubic function was 
getting an over all range of values from 0 to 0.867.

However, at any given face position in the unit cube the range of values 
fed to quilt_cubic was in fact a sub range of the 0 to 0.867 range. At 
the unit face it was 0.5 to 0.867 (values delta of 0.367). At face 
positions moving inward toward 0.0 the delta range moved and increased 
in size (to 0.707 on the floor).

We could go a different way for a fix. One which implements the 
previous, unit cube centered, face results by default, but which now 
offers an offset keyword. The offset would let users slide a 0.367 delta 
value range around as fed to the quilt_cubic function. Sort of a left / 
right slider for the posted quilt_cubic curves. (Back to the function's 
curves having meaning...)

Attached is a second image quiltedOptionTwo.png. The left set of 9 is 
the same A to I set. Here it's what users would see at the unit faces 
with the existing implementation (ignoring the noise issue). The offset 
is 0.5 for these. In the right set of 9, I've used an offset of -1.0. 
Many of the faces invert (inside of the pillow) and the results are more 
pillow like.

Is this a better way to go for a fix?

This offset keyword would allow users having existing scenes at face 
positions not on the full unit cube to achieve a previous result (in 
conjunction with bump magnitude) - at least where it wasn't previously 
some corrupt, partly inverted result.

Aside: The thrashing here gets back to an early question of Bald 
Eagle's. Why not calculate 0-1 face input values for a Bezier curve 
where the user specifies both end points in addition to the control 
points. It looks to me like this was closer to the form of the original 
internal equation; later simplified.

Today suppose, that form of 'quilted_cubic' would better be an inbuilt 
function. Users could do what ever they wanted with it. Maybe I'll play 
with that too. Could be done with a spline based function, but a limited 
inbuilt should be quite a bit faster.

Bill P.


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From: Bald Eagle
Subject: Re: Normal documentation images. Quilted.
Date: 18 Oct 2020 09:35:06
Message: <web.5f8c4475cc1d58b61f9dae300@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:

> I keep thrashing around on what to do fix wise with the true quilted
> normal pattern...
>
> One of the weird things with the existing implementation is the x,y,z
> coordinates in the unit cube are all, always used in a distance from
> unit cube center calculation. This meant the quilt_cubic function was
> getting an over all range of values from 0 to 0.867.

Yes.  None of the vector components ever exceeded +/-0.5, and so
sqrt( pow(x,2) + pow(y,2) + pow(z,2) ) =
sqrt (0.25 + 0.25 + 0.25) =
sqrt (0.75) =
0.866025404

However, you're omitting the fact that the end result of the calculations was
them multiplied by 1/(sqrt(3/4) = 1.154700538
and 0.866025404 * 1.154700538 = 1.0

> However, at any given face position in the unit cube the range of values
> fed to quilt_cubic was in fact a sub range of the 0 to 0.867 range. At
> the unit face it was 0.5 to 0.867 (values delta of 0.367). At face
> positions moving inward toward 0.0 the delta range moved and increased
> in size (to 0.707 on the floor).

Because at N = 0, one of the vector components was always 0, and so the equation
would then be
sqrt (0.25 + 0.25 + 0) =
sqrt (0.5) =
0.707106781

This is the reason why in my initial coding, I instead used a function
incorporating min(max( QX2(x), max(QY2(y), QZ2(z)) ), 0)
(the equation for an isosurface cube)

The idea of course being that such a method should give a constant 1.0 along the
entire surface of any given face.

> We could go a different way for a fix. One which implements the
> previous, unit cube centered, face results by default, but which now
> offers an offset keyword. The offset would let users slide a 0.367 delta
> value range around as fed to the quilt_cubic function. Sort of a left /
> right slider for the posted quilt_cubic curves. (Back to the function's
> curves having meaning...)

Not sure where that comes from:
(0.367....  0.160?   0.867-0.707?
0.866025404−0.707106781 = 0.158918623)


> This offset keyword would allow users having existing scenes at face
> positions not on the full unit cube to achieve a previous result (in
> conjunction with bump magnitude) - at least where it wasn't previously
> some corrupt, partly inverted result.

Since I got lost and I don't understand, this would be something different that
simply translating the pigment pattern by some amount would _not_ fix?

> Aside: The thrashing here gets back to an early question of Bald
> Eagle's. Why not calculate 0-1 face input values for a Bezier curve
> where the user specifies both end points in addition to the control
> points. It looks to me like this was closer to the form of the original
> internal equation; later simplified.

I'm still confused about a number of points, the most basic and direct is the
graphing of the internal quilted function results vs the documentation graphs.

> Today suppose, that form of 'quilted_cubic' would better be an inbuilt
> function. Users could do what ever they wanted with it. Maybe I'll play
> with that too. Could be done with a spline based function, but a limited
> inbuilt should be quite a bit faster.

Have not been able to invest the uninterrupted and focused time to see where the
interpretation of the quilted function went wrong, or any of that.

But with regard to using a bicubic spline, that is how I got my function to
exhibit the "inflection point" that the documentation graphs show (It's just a
flat tangent=0 point).  Actually having a function that allowed a true
inflection point would be interesting - then a tile could have a groove around
the edge, like some cutting boards do.


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From: Bald Eagle
Subject: Re: Normal documentation images. Quilted.
Date: 18 Oct 2020 15:20:08
Message: <web.5f8c953bcc1d58b61f9dae300@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:

> > William F Pokorny <ano### [at] anonymousorg> wrote:
> > This meant the quilt_cubic function was
> > getting an over all range of values from 0 to 0.867.

Yeah, you/I should play around with PREmultiplying that by 1.15....

The implementation seems to me to be a bit unneccesarily Byzantine, and I tried
to keep the original function - but simplify it by multiplying through, and
that's how I got my interpretation of the quilted function wrong.

Your fix is indeed correct.

The part that has (still) got me mystified now is calculating the INPUT to the
quilt_cubic function, as the value function I was using with floor and FLOOR
didn't seem to make any sense.   It should be a mirrored function across 0, no?

We discussed this and I think for this application
#declare FLOOR = function (T) {floor (abs(T))}
is the kind of thing that is intended.

So to keep it simple I just do
#declare ValueX = function (X) {abs(X)-floor(abs(X))-0.5}

Then when I run through the calculations stepwise, I get something smooth and
symmetric. (But holy cow - that quilt_cubic function...  :O )

Here are the graphs I got when I plotted the original quilted sub-functions in a
daisy-chained stepwise manner (range -0.5 to 0.5) compared with how I originally
did mine (range 0-1).

I _think_ it looks right, given the full black and never fully white values in
the original pattern, but I'm confused about the difference between my SDL
calculations and the full color function {quilted ....} plots I did.
Which means I might still not be evaluating this correctly.

Given that the function {quilted ....} just gives a sort of flattened U, I'm
wondering if there might not be a simpler way to achieve THAT shape, since I
think whatever the (unlabeled) graphs were trying to convey were misleading.

The only other thing I can think of is to use a correcting function - perhaps
that can be enabled with a flag, that way new scenes could use the new or the
old way,
or implemented separately: something like pigment {function {quilted} * function
{quilt_correct}} could be done, so that extant scenes wouldn't have to be
modified at all, but new scenes could add the additional correction in.

The idea is that since there is a variation between the center of an edge and a
corner, a compensating function could be applied to make the whole edge
(reasonably) constant.

It's ugly, but "backward compatibility" always is.

My vote is to come up with a nice clean simple easy-to-understand and document
function has has none of the current problems, looks good on a single unit cube
at a large size, jettison the old code, issue a deprecation warning or "this
version of quilted is a new experimental feature, replacing the original...."
type message, and go from there.
(how many people have actually used quilted in past scenes?)


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From: William F Pokorny
Subject: Re: Normal documentation images. Quilted.
Date: 19 Oct 2020 09:50:38
Message: <5f8d99ae$1@news.povray.org>
On 10/18/20 9:34 AM, Bald Eagle wrote:
> William F Pokorny <ano### [at] anonymousorg> wrote:
> 
>> I keep thrashing around on what to do fix wise with the true quilted
>> normal pattern...
>>
>> One of the weird things with the existing implementation is the x,y,z
>> coordinates in the unit cube are all, always used in a distance from
>> unit cube center calculation. This meant the quilt_cubic function was
>> getting an over all range of values from 0 to 0.867.
> 
> Yes.  None of the vector components ever exceeded +/-0.5, and so
> sqrt( pow(x,2) + pow(y,2) + pow(z,2) ) =
> sqrt (0.25 + 0.25 + 0.25) =
> sqrt (0.75) =
> 0.866025404
> 
> However, you're omitting the fact that the end result of the calculations was
> them multiplied by 1/(sqrt(3/4) = 1.154700538
> and 0.866025404 * 1.154700538 = 1.0
> 

Yes. I wasn't clear I was talking about the input range to the 
quilt_cubic there. FWIW - the output range actually peaks out at about 
1.03 and this one cause of the normal flipping which currently sometimes 
happens.

>> However, at any given face position in the unit cube the range of values
>> fed to quilt_cubic was in fact a sub range of the 0 to 0.867 range. At
>> the unit face it was 0.5 to 0.867 (values delta of 0.367). At face
>> positions moving inward toward 0.0 the delta range moved and increased
>> in size (to 0.707 on the floor).
> 

Dang, dang, dang... That parenthetical should have read: (to 0.707 at 
the mid point between the floor and ceiling).

> Because at N = 0, one of the vector components was always 0, and so the equation
> would then be
> sqrt (0.25 + 0.25 + 0) =
> sqrt (0.5) =
> 0.707106781
> 
> This is the reason why in my initial coding, I instead used a function
> incorporating min(max( QX2(x), max(QY2(y), QZ2(z)) ), 0)
> (the equation for an isosurface cube)
> 
> The idea of course being that such a method should give a constant 1.0 along the
> entire surface of any given face.
> 

Yes, this idea similar to the approach I took with my 2D axis projection 
option. I decoupled the other two axises too in running quilt_cubic 
twice for each projection. This is the option that looks less quilted 
but which is more flexible with respect to effects.

>> We could go a different way for a fix. One which implements the
>> previous, unit cube centered, face results by default, but which now
>> offers an offset keyword. The offset would let users slide a 0.367 delta
>> value range around as fed to the quilt_cubic function. Sort of a left /
>> right slider for the posted quilt_cubic curves. (Back to the function's
>> curves having meaning...)
> 
> Not sure where that comes from:
> (0.367....  0.160?   0.867-0.707?
> 0.866025404−0.707106781 = 0.158918623)
> 

The minimum value at any full (+-0.5) face is 0.5. Given the max in the 
corners is 0.867 the range is 0.367. (And why did I use 0.867 - it 
really is 0.866...)

> 
>> This offset keyword would allow users having existing scenes at face
>> positions not on the full unit cube to achieve a previous result (in
>> conjunction with bump magnitude) - at least where it wasn't previously
>> some corrupt, partly inverted result.
> 
> Since I got lost and I don't understand, this would be something different that
> simply translating the pigment pattern by some amount would _not_ fix? 
Yes.

Likely my miss-step on the parenthetical comment didn't help you - or 
anyone understand. Remember too. I'm talking 'only' about the true 
normal implementation.

Well lying a little, I might occasionally make mention of the "value for 
map" form  , but with povr I plan to drop the value based version of the 
pattern for normal maps, pigment maps whatever. I've not spent a lot of 
time with that method though some time with possible replacements.

> 
>> Aside: The thrashing here gets back to an early question of Bald
>> Eagle's. Why not calculate 0-1 face input values for a Bezier curve
>> where the user specifies both end points in addition to the control
>> points. It looks to me like this was closer to the form of the original
>> internal equation; later simplified.
> 
> I'm still confused about a number of points, the most basic and direct is the
> graphing of the internal quilted function results vs the documentation graphs.
> 

I don't know what was up with those graphs either. They do not really 
line up directly with what's actually going on that I can see.

Let me grab a cup of coffee and review the value for map version again.

I'll still delete the quilted value pattern for povr, but thinking now 
maybe I will create an f_quilted() or F_quilted() inbuilt with a forced 
x,y oz z axis specification. Or maybe an F_quilted() similar to F_dents().

Anyway. What's there for the 'value for map' quilted is really a 
quilt_cubic() shaped spherical pattern. One where the user doesn't 
really know the input values for quilt_cubic() or the response curves 
given the control values...

>> Today suppose, that form of 'quilted_cubic' would better be an inbuilt
>> function. Users could do what ever they wanted with it. Maybe I'll play
>> with that too. Could be done with a spline based function, but a limited
>> inbuilt should be quite a bit faster.
> 
> Have not been able to invest the uninterrupted and focused time to see where the
> interpretation of the quilted function went wrong, or any of that.
> 
> But with regard to using a bicubic spline, that is how I got my function to
> exhibit the "inflection point" that the documentation graphs show (It's just a
> flat tangent=0 point).  Actually having a function that allowed a true
> inflection point would be interesting - then a tile could have a groove around
> the edge, like some cutting boards do.
> 

Yes, something with more control might be good too, but when I start to 
think of complex patterns, I start to think those best left to user 
functions.

----------
Let me read your second post from yesterday on this topic.

 > Yeah, you/I should play around with PREmultiplying that by 1.15....

Yes, normalizing the input to a 0-0.5 or 0-1 range in some fashion an
option.

However, I've played with this a little with this idea for the true 
normal version. To my eye the results don't look as good or varied as 
partial ranges. In fact I wonder if the sub range positioning might have 
been left as it is because the quilt_cubic output functions differ more 
over the range 0.5-0.866 for any given set of input control points.

 > We discussed this and I think for this application
 > #declare FLOOR = function (T) {floor (abs(T))}
 > is the kind of thing that is intended.
 >
 > So to keep it simple I just do
 > #declare ValueX = function (X) {abs(X)-floor(abs(X))-0.5}

Agree and this would I believe be one approach to eliminating the 
negative axis value bias problem of the original. But passing the major 
normal axis through or forcing the selection of the major axis and using 
just the other two coordinates works too and this what my approaches 
currently do.

 > Given that the function {quilted ....} just gives a sort of
 > flattened U, I'm wondering if there might not be a simpler way
 > to achieve THAT shape, since I think whatever the (unlabeled)
 > graphs were trying to convey were misleading.

Yes, likely. In povr we have another quilted option in the inbuilt 
f_agate() if you remember but one where the "stitch" is always V shaped 
(as are most of today's actual quilted results if we're honest).

----
Lastly, some extremely subtle and obscure pondering/rambling. The wave 
shaping code for patterns of the 'value for map variety' was added at 
some point in time. Further negative values flip "by code comments at 
least" was added at some point in time.

The value quilted is also special in the <=v3.8 code in having a default 
frequency setting of 0.0. You will still see the value and floor flip:

if(value < 0.0)
     value -= floor(value);

in the wave shaping code.

For one this means you cannot plot unmodified pattern code output with:

#declare Q = function {pigment {quilted control0 c0 control1 CN[c1]}}

or

#declare Q = function {pattern {...}

or

#declare Q = function {pigment_pattern {...}


though for quilted the result is closer than most due the default 
freq==0. The pigment_pattern version is also more complicated because 
many patterns have default color maps and that versions uses a 
conversion to grey scale to come up with the function 'value.' Always 
use an explicit 0-1 color map with mainstream POV-Ray if you want 0-1 
values.

The povr branch has eliminated all non block pattern default color maps 
- so coding function { pigment_pattern { whatever-not_block-type}} is 
safe - you get 0-1 as the default color map.

Povr also has an explicit raw_wave keyword which lets you see and plot 
the full pattern return values(1) directly.

(1) - Some pattern code - and the function {} pattern path had it's own 
varied clamping which has also been removed in povr where it made sense 
to remove it. With tiling patterns the tiling clamping is still there 
for example.

SO! Point is, avoid making conclusions about internal code behavior with 
<=v3.8 pattern / pigment plotting code - unless you REALLY understand it 
and keep it all in mind. It's a tangle.

The pondering part. I wonder if changes over time in this tangle of 
pattern treatments led to those c0, c1 plots somehow. Perhaps at some 
point they did reflect the pattern value version.

I can look over your QT, QB -> Q version as part of the quilted mix if 
you want to send them along. The original version of the quilt_cubic had 
N0, N1 parameters which basically let one specify the Y values at x=0 
and x=1.0. I've extended that in an inbuilt playpen function to allow me 
to set the x values to other than 0 or 1. After which it starts to look
more like a bezier segment result where only the y control values can be 
set and the x control postions are fixed. See attached image. Off to see 
if I can find my old bezier segment code.

Bill P.


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From: William F Pokorny
Subject: Re: Normal documentation images. Quilted.
Date: 25 Oct 2020 08:56:38
Message: <5f957606$1@news.povray.org>
On 10/18/20 6:10 AM, William F Pokorny wrote:
> On 10/17/20 10:49 PM, Kenneth wrote:
....
> 
> We could go a different way for a fix. One which implements the 
> previous, unit cube centered, face results by default, but which now 
> offers an offset keyword. The offset would let users slide a 0.367 delta 
> value range around as fed to the quilt_cubic function. Sort of a left / 
> right slider for the posted quilt_cubic curves. (Back to the function's 
> curves having meaning...)
> 
> Attached is a second image quiltedOptionTwo.png. The left set of 9 is 
> the same A to I set. Here it's what users would see at the unit faces 
> with the existing implementation (ignoring the noise issue). The offset 
> is 0.5 for these. In the right set of 9, I've used an offset of -1.0. 
> Many of the faces invert (inside of the pillow) and the results are more 
> pillow like.
> 
> Is this a better way to go for a fix?
> 

I going to use this option as a fix for the true normal version of 
quilted in povr - without the offset keyword for now.

Plan is to enable more complicated alternatives as functions. Maybe the 
earlier more flexible but less quilted / pillow like alternative as 
another true normal pattern at some point.

Attached is an image showing part of the current biscuit.pov scene which 
is one commonly run; It's the 'make check' test scene. On the left the 
current v3.8 result. In the middle the with the fix. On the right the 
difference.

Because the evaluation point drifts around due turbulence, the v3.8 
quilted is showing both the issue of varying strengths in the quilting 
and partial inversions (sudden changes in intensity along a curve).

Aside: One other subtle issue I should mention with the current and 
longstanding code and only partly addressed with the update. Larger, 
(especially negative) bump sizes can cause inversions to face the away 
from the primary incoming normal for the ray (black areas). This can 
always happen, but is more likely with no_bump_scale(1). Yes, it's 
possible to add code to prevent this(2), but the current fix is already 
adding +6%, give or take, to the run time of biscuit.pov. Plus, this 
exposure is more general than quilted.

(1) - Probably a the reason for 0.5 the default bump size. Staying <<1 
is more stable.

(2) - My thinking is ideally normal perturbations don't completely 
invert the normal. Meaning the major inside/outside surface ray -> 
normal relation stays the same (doesn't suddenly act as shadowed).

Bill P.


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