In the past week plus I've picked up working on crackle fixes for the
cache collision bug - after taking a couple months off from POV-Ray and
my yuqk fork play.
Ref:
https://news.povray.org/povray.beta-test/thread/%3C6664ad35%40news.povray.org%3E/
In further review of the existing crackle and crackle cache
implementation, I found additional issues affecting performance, storage
and result (artefacts). Many of these details I've added to a
documentation text file called "about_crackle" in the "ThinkingAloud"
directory of the yuqk documentation. The file will be in the next
release of yuqk (R16) for those interested.
At the moment, I think I've got a working, cache-less, crackle-solid
implementation. It's sometimes slower, sometimes faster than the
existing POV-Ray crackle implementation. It's memory footprint is small
and constant - which helps keep the pattern's performance consistent.
Attached are a couple of isosurface images based upon yuqk's new crackle
ip_solid implementation. In use too is ip_strength vector feature
discussed previously. Perhaps I'm also channeling Thomas's recent
"Pre-Columbian city-state" thread :-). I too used gimp here, but only
for image-map, image blurring.
Bill P.
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Preview of image 'try_circ.jpg'
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Preview of image 'try_gb.jpg'
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