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27 Apr 2024 09:02:12 EDT (-0400)
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From: Thomas de Groot
Subject: Logo Planet (wip)
Date: 10 Jan 2024 08:45:15
Message: <659e9f6b@news.povray.org>
Bald Eagle wrote in the "Metallic cityscape WIP' thread above, by Cousin 
Ricky:

"I had been hunting down ... something or other ... and was reminded that
Blender, Maya, Grasshopper, and other modelers/renderers had some form of
default test object, and felt that POV-Ray ought to have something 
slightly more
modern and similar - for no other reason than if it popped up in an image
search, it might arouse the curiosity of CG enthusiasts who might not 
yet have
discovered our beloved raytracer."

Well, here is something that was triggered by Bill's comment... The 
planet is Sam's RidgedMFPlanetB (thanks Sam).

-- 
Thomas


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From: Samuel B 
Subject: Re: Logo Planet (wip)
Date: 11 Jan 2024 22:05:00
Message: <web.65a0ab5fa24051f716bed5696e741498@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Bald Eagle wrote in the "Metallic cityscape WIP' thread above, by Cousin
> Ricky:
>
> "I had been hunting down ... something or other ... and was reminded that
> Blender, Maya, Grasshopper, and other modelers/renderers had some form of
> default test object, and felt that POV-Ray ought to have something
> slightly more
> modern and similar - for no other reason than if it popped up in an image
> search, it might arouse the curiosity of CG enthusiasts who might not
> yet have
> discovered our beloved raytracer."
>
> Well, here is something that was triggered by Bill's comment... The
> planet is Sam's RidgedMFPlanetB (thanks Sam).
>
> --
> Thomas

Hi Thomas,

Your render looks good! It feels like it should be on an album cover for
something featured on Hearts of Space :D

Are the craters procedural, or a texture map? I've been wondering how one might
make procedural craters and your post is making me think about it again...

Sam


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From: Bald Eagle
Subject: Re: Logo Planet (wip)
Date: 12 Jan 2024 00:50:00
Message: <web.65a0d2d8a24051f71f9dae3025979125@news.povray.org>
"Samuel B." <stb### [at] hotmailcom> wrote:
> I've been wondering how one might
> make procedural craters and your post is making me think about it again...


Hi Sam,

You might check out the work of Sebastian Lague:
https://www.youtube.com/watch?v=lctXaT9pxA0

and related

https://www.reddit.com/r/proceduralgeneration/comments/l4ml53/generating_lunar_craters/

https://github.com/smcameron/space-nerds-in-space/blob/master/crater.c#L146

https://www.blendswap.com/blend/17050

I gave it a whirl, but the isosurface version was too challenging to debug after
a long day, but the normal worked "better" - still hella buggy.

Maybe you'll be able to puzzle out something better.

- Bill


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From: Thomas de Groot
Subject: Re: Logo Planet (wip)
Date: 12 Jan 2024 03:48:38
Message: <65a0fce6$1@news.povray.org>
Op 12-1-2024 om 04:00 schreef Samuel B.:
> Hi Thomas,
> 
> Your render looks good! It feels like it should be on an album cover for
> something featured on Hearts of Space :D
> 
> Are the craters procedural, or a texture map? I've been wondering how one might
> make procedural craters and your post is making me think about it again...
> 
You are not far wrong ;-) I had one of those covers from the SF magazine 
Analog in mind (somewhen 1966 - 1972) which I was reading at that time 
(does not make me feel younger...) and I have half a mind to continue in 
that particular vein.

The craters are generated by an uv_mapped bump_map. As I rarely do 
uv_mapping directly on primitive POV objects like here, I got some 
surprises which I need to investigate further. I shall certainly be back 
here with some questions. The documentation only gave me partial, for my 
purpose unsatisfactory answers.

Procedural craters might be an interesting option indeed. No idea at 
present on how to go about it...

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Logo Planet (wip)
Date: 12 Jan 2024 03:51:56
Message: <65a0fdac$1@news.povray.org>
Op 12-1-2024 om 06:49 schreef Bald Eagle:
> "Samuel B." <stb### [at] hotmailcom> wrote:
>> I've been wondering how one might
>> make procedural craters and your post is making me think about it again...
> 
> 
> Hi Sam,
> 
> You might check out the work of Sebastian Lague:
> https://www.youtube.com/watch?v=lctXaT9pxA0
> 
> and related
> 
>
https://www.reddit.com/r/proceduralgeneration/comments/l4ml53/generating_lunar_craters/
> 
> https://github.com/smcameron/space-nerds-in-space/blob/master/crater.c#L146
> 
> https://www.blendswap.com/blend/17050
> 
> I gave it a whirl, but the isosurface version was too challenging to debug after
> a long day, but the normal worked "better" - still hella buggy.
> 
> Maybe you'll be able to puzzle out something better.
> 
Not bad indeed, although the image looks a bit more like "seals" than 
anything else ;-) but is might be a start. I shall visit those sites next.

-- 
Thomas


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From: Samuel B 
Subject: Re: Logo Planet (wip)
Date: 12 Jan 2024 20:10:00
Message: <web.65a1e1bda24051f716bed5696e741498@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Samuel B." <stb### [at] hotmailcom> wrote:
> > I've been wondering how one might
> > make procedural craters and your post is making me think about it again...
>
>
> Hi Sam,
>
> You might check out the work of Sebastian Lague:
> https://www.youtube.com/watch?v=lctXaT9pxA0
>
> and related
>
>
https://www.reddit.com/r/proceduralgeneration/comments/l4ml53/generating_lunar_craters/
>
> https://github.com/smcameron/space-nerds-in-space/blob/master/crater.c#L146
>
> https://www.blendswap.com/blend/17050

Thanks for the links. I only skimmed Sebastian's video, but I got the gist of
what I need to focus on if/when I get something going myself.

> I gave it a whirl, but the isosurface version was too challenging to debug after
> a long day, but the normal worked "better" - still hella buggy.

I'm not sure what's happening with that, but experimental things rarely work the
first time (or after long days).

> Maybe you'll be able to puzzle out something better.
>
> - Bill

I'm thinking of using layered form x crackle patterns. I found some smooth
minumum/maximum functions that might help with the blending...

Sam


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From: Samuel B 
Subject: Re: Logo Planet (wip)
Date: 12 Jan 2024 20:35:00
Message: <web.65a1e7a3a24051f716bed5696e741498@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 12-1-2024 om 04:00 schreef Samuel B.:
> > Hi Thomas,
> >
> > Your render looks good! It feels like it should be on an album cover for
> > something featured on Hearts of Space :D
> >
> > Are the craters procedural, or a texture map? I've been wondering how one might
> > make procedural craters and your post is making me think about it again...
> >
> You are not far wrong ;-) I had one of those covers from the SF magazine
> Analog in mind (somewhen 1966 - 1972) which I was reading at that time
> (does not make me feel younger...) and I have half a mind to continue in
> that particular vein.

Is Analog even still being published? Some of those stories were great.

> The craters are generated by an uv_mapped bump_map. As I rarely do
> uv_mapping directly on primitive POV objects like here, I got some
> surprises which I need to investigate further. I shall certainly be back
> here with some questions. The documentation only gave me partial, for my
> purpose unsatisfactory answers.

The default uv mapping is going to be different for every primitive, of course,
and some stretching is guaranteed in any case.

I'm thinking that for complex objects, triplanar mapping might be the best thing
to use. (Triplanar mapping in POV-Ray would probably use 3 nested slope maps,
with each axis getting one planar map). There /is/ a blending issue when using
triplanar mapping, but it can be mitigated somewhat. It's one of those things I
haven't gotten around to yet (I was going to use something similar to depict
claymation-style fingerprints on objects), but if I make any headway I'll post
it.

> Procedural craters might be an interesting option indeed. No idea at
> present on how to go about it...
>
> --
> Thomas

I'm thinking crackle form x patterns as a basis, but it's going to take a bit of
work...

Sam


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From: Bald Eagle
Subject: Re: Logo Planet (wip)
Date: 12 Jan 2024 21:25:00
Message: <web.65a1f352a24051f71f9dae3025979125@news.povray.org>
"Samuel B." <stb### [at] hotmailcom> wrote:

> I'm thinking that for complex objects, triplanar mapping might be the best thing
> to use. (Triplanar mapping in POV-Ray would probably use 3 nested slope maps,
> with each axis getting one planar map). There /is/ a blending issue when using
> triplanar mapping, but it can be mitigated somewhat. It's one of those things I
> haven't gotten around to yet (I was going to use something similar to depict
> claymation-style fingerprints on objects), but if I make any headway I'll post
> it.

I was _just_ reading this article ... last night, in fact.
At work.
Because I had gotten all of my work done already.

:D

http://iquilezles.org/articles/biplanar/


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From: Thomas de Groot
Subject: Re: Logo Planet (wip)
Date: 13 Jan 2024 02:18:48
Message: <65a23958$1@news.povray.org>
Op 13/01/2024 om 02:30 schreef Samuel B.:
> 
> Is Analog even still being published? Some of those stories were great.
> 
It seems to be:

https://www.analogsf.com/


> The default uv mapping is going to be different for every primitive, of course,
> and some stretching is guaranteed in any case.
> 
Yes, I noticed that.

> I'm thinking that for complex objects, triplanar mapping might be the best thing
> to use. (Triplanar mapping in POV-Ray would probably use 3 nested slope maps,
> with each axis getting one planar map). There /is/ a blending issue when using
> triplanar mapping, but it can be mitigated somewhat. It's one of those things I
> haven't gotten around to yet (I was going to use something similar to depict
> claymation-style fingerprints on objects), but if I make any headway I'll post
> it.
> 
> 
> I'm thinking crackle form x patterns as a basis, but it's going to take a bit of
> work...
> 
Exciting info indeed! I shall study these ideas also; I don't like to 
sit back and wait for others to do the dirty jobs :-)

-- 
Thomas


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From: Samuel B 
Subject: Re: Logo Planet (wip)
Date: 14 Jan 2024 18:50:00
Message: <web.65a471fda24051f716bed5696e741498@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Samuel B." <stb### [at] hotmailcom> wrote:
>
> > I'm thinking that for complex objects, triplanar mapping might be the best thing
> > to use. (Triplanar mapping in POV-Ray would probably use 3 nested slope maps,
> > with each axis getting one planar map). There /is/ a blending issue when using
> > triplanar mapping, but it can be mitigated somewhat. It's one of those things I
> > haven't gotten around to yet (I was going to use something similar to depict
> > claymation-style fingerprints on objects), but if I make any headway I'll post
> > it.
>
> I was _just_ reading this article ... last night, in fact.
> At work.
> Because I had gotten all of my work done already.
>
> :D
>
> http://iquilezles.org/articles/biplanar/

Hmm, I seem to remember seeing something about that before. I haven't looked at
the code very closely, but using two texture samples instead of three seems a
bit like magic. I wonder if it's more expensive than doing it the standard
way...

Sam


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