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ingo <ing### [at] tagpovrayorg> wrote:
> "Cipped" away about half of 9000 cells. Increasing chance on a "grain"
> along y axis, so the lower ones will be bigger.
This is looking really impressive! :)
This would be even better if we had a [user-controlled] internal voronoi
generator in POV-Ray. :)
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in news:web.5c6422682b722427765e06870@news.povray.org Bald Eagle wrote:
> This would be even better if we had a [user-controlled] internal voronoi
> generator in POV-Ray. :)
>
If I could, I would stick the voro++ into POV-Ray,
ingo
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On 13-2-2019 15:33, ingo wrote:
> in news:web.5c6422682b722427765e06870@news.povray.org Bald Eagle wrote:
>
>> This would be even better if we had a [user-controlled] internal voronoi
>> generator in POV-Ray. :)
>>
>
> If I could, I would stick the voro++ into POV-Ray,
>
Indeed, indeed.
Very nice karstic slope by the way.
--
Thomas
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in news:5c651884$1@news.povray.org Thomas de Groot wrote:
> karstic
Had to look that up. Interesting stuff.
ingo
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On 14-2-2019 9:00, ingo wrote:
> in news:5c651884$1@news.povray.org Thomas de Groot wrote:
>
>> karstic
>
> Had to look that up. Interesting stuff.
>
Well, it is not /truly/ karstic in a RL sense, but it could be used for
one in our POV-Ray world. :-)
--
Thomas
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in news:5c655619$1@news.povray.org Thomas de Groot wrote:
> not /truly/ karstic
but it gave inspiration, or at least made me think back many moons when
trying to create erosion in a df3. The animation of that is gone from the
server sadly and I don't have it anymore.
I was thinking, let a gradient pigment with some turbulence define the
chance of a grain placement (yes/no). This creates lager and smaler rocks
depending on the gray value. Use a somehowe derived pigment to determine
the hardness of the stone. Remove voronoi cells from the grid depending on
the hardness. Can be done with some trickery in assigning the labels to
the cells I think. May need an awfull big grid for that to get something
coherent. Will investigate.
ingo
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On 14-2-2019 14:13, ingo wrote:
> in news:5c655619$1@news.povray.org Thomas de Groot wrote:
>
>> not /truly/ karstic
>
> but it gave inspiration, or at least made me think back many moons when
> trying to create erosion in a df3. The animation of that is gone from the
> server sadly and I don't have it anymore.
>
> I was thinking, let a gradient pigment with some turbulence define the
> chance of a grain placement (yes/no). This creates lager and smaler rocks
> depending on the gray value. Use a somehowe derived pigment to determine
> the hardness of the stone. Remove voronoi cells from the grid depending on
> the hardness. Can be done with some trickery in assigning the labels to
> the cells I think. May need an awfull big grid for that to get something
> coherent. Will investigate.
>
Interesting. I m curious to see the results of that cogitation.
Fascinating to see how inspiration works...
--
Thomas
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ingo <ing### [at] tagpovrayorg> wrote:
> "Cipped" away about half of 9000 cells. Increasing chance on a "grain"
> along y axis, so the lower ones will be bigger.
>...
Fascinating image. Well done !
Did you post your Python code somewhere ?
--
Tor Olav
http://subcube.com
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in news:web.5c674aef2b722427264be49d0@news.povray.org Tor Olav Kristensen
wrote:
> Did you post your Python code somewhere ?
>
in binaries.utilities
<XnsA9F1C5330417Dseed7@news.povray.org>
ingo
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On 2/13/2019 7:43 AM, ingo wrote:
> "Cipped" away about half of 9000 cells. Increasing chance on a "grain"
> along y axis, so the lower ones will be bigger.
This is a really pleasing shape to look at. Not sure exactly why.
Mike
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