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Inspired by <web.639e1b65c4c8e995b96893c06f35e431@news.povray.org>
I created my own Voronoi diagram generator and rendered some
"asteroids", like the one you can see here.
Yes, it looks more like plastic, not rocky stone, but that is
intentional. :-D
I hope you enjoy it and if you have suggestions how to make it better or
looking more interesting, please let me know. Let the pieces made of
refracting glass might be one option…
Lars R.
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Attachments:
Download 'voro-800.png' (258 KB)
Download 'voro.pov.txt' (1 KB)
Preview of image 'voro-800.png'
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Lars Rohwedder <rok### [at] gmxde> wrote:
> I hope you enjoy it and if you have suggestions how to make it better or
> looking more interesting, please let me know.
Good work - I'm hoping a lot of this "outside" code gets deposited somewhere so
that eventually they can get integrated into the source code as SDL-accessible
tools.
You might try a proximity pattern, placing a light inside the center of the
asteroid, surrounding the asteroid with fog for the light rays to shine through,
assigning a vector to the center of each cell and then animating them outward
from the center to simulate an explosion, do something with the cracks in
between - fill them with spheres or sparklies, or blobs or strings/snakes/
glowing eyes....
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Lars Rohwedder <rok### [at] gmxde> wrote:
[snip]
Looks really good, a very pleasant color scheme!
Good job with the rounded edges. How did you construct the cells? I can see some
faint banding on some of the faces, at low lighting angles.
It's interesting to see a different take!
Bill
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Good job with the rounded edges. How did you construct the cells? I can see some
> faint banding on some of the faces, at low lighting angles.
Anti-aliasing appears to be turned off - I wonder if that's the cause...
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Am 03.01.23 um 19:11 schrieb Bill Pragnell:
> Lars Rohwedder <rok### [at] gmxde> wrote:
> [snip]
>
> Looks really good, a very pleasant color scheme!
Thank you.
> Good job with the rounded edges. How did you construct the cells? I
> can see some faint banding on some of the faces, at low lighting
> angles.
Look into the attached .pov file: It is an isosurface, using a
1024x1024x1024 df3 holding the cells. And albeit interpolation does a
good job there are still artifacts due to the discrete voxels.
Lars R.
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Lars Rohwedder <rok### [at] gmxde> wrote:
> Look into the attached .pov file:
I completely failed to notice the .pov file was attached as well as the image :)
> It is an isosurface, using a
> 1024x1024x1024 df3 holding the cells.
That explains the artifacts, and why you didn't use aa. Was it slow to render?
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