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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
Post a reply to this message
Attachments:
Download 'logoplanet_05.jpg' (597 KB)
Preview of image 'logoplanet_05.jpg'
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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
Post a reply to this message
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"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
Post a reply to this message
Attachments:
Download 'proceduralcrater.png' (860 KB)
Preview of image 'proceduralcrater.png'
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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
Post a reply to this message
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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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"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
Post a reply to this message
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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
Post a reply to this message
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"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/
Post a reply to this message
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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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"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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