POV-Ray : Newsgroups : povray.binaries.images : mathematic curve - 52Ko - Breather.jpg (1/1) Server Time
16 Nov 2024 12:27:15 EST (-0500)
  mathematic curve - 52Ko - Breather.jpg (1/1) (Message 1 to 6 of 6)  
From: kurtz le pirate
Subject: mathematic curve - 52Ko - Breather.jpg (1/1)
Date: 7 May 2005 08:47:18
Message: <kurtzlepirate-E693D8.14471407052005@news.povray.org>
hi,

this is a 'breather' from 3D-XplorMath, exported to pov has a mesh2{}.

what do you think about it?


klp


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Preview of image 'breather.jpg'
breather.jpg


 

From: Emerald Orchid
Subject: Re: mathematic curve - 52Ko - Breather.jpg (1/1)
Date: 7 May 2005 09:36:36
Message: <427cc464$1@news.povray.org>
I think it looks cool!


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From: Burki
Subject: Re: mathematic curve - 52Ko - Breather.jpg (1/1)
Date: 8 May 2005 13:35:01
Message: <web.427e4d30250f9dbcd61e8c370@news.povray.org>
kurtz le pirate <kur### [at] yahoofr> wrote:
> what do you think about it?

Yes, nice work. May inspire someone to find an isosurface function for the
shape!

Yours,
Burki


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From: Mike Williams
Subject: Re: mathematic curve - 52Ko - Breather.jpg (1/1)
Date: 8 May 2005 14:51:10
Message: <8yyMzBAJ9lfCFw$B@econym.demon.co.uk>
Wasn't it Burki who wrote:
>kurtz le pirate <kur### [at] yahoofr> wrote:
>> what do you think about it?
>
>Yes, nice work. May inspire someone to find an isosurface function for the
>shape!

I can do it as a parametric, but it's a bit slow, so I suggest using
Ingo Janssen's "param.inc" approximation to speed it up. This code has
been on my isosurface tutorial page since January.

// Breather Surface

camera { location  <30, 10, -30> look_at <0, 0, 0> angle 15}

sky_sphere { pigment {
    function{abs(y)}
    color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
  }
}

light_source {<100,200,-100> colour rgb 1}
light_source {<-100,-200,-100> colour rgb 0.5}

#declare aa = 0.45;  // Values from 0.4 to 0.6 produce sensible results

#declare w1 = 1 - aa * aa;
#declare w = sqrt(w1);
#declare d = function(u,v){ aa * (pow((w * cosh(aa * u)),2) + pow((aa *
sin(w * v)),2))}


#declare Fx = function(u,v){ -u + (2 * w1 * cosh(aa * u) * sinh(aa * u)
/ d(u,v)) }
#declare Fy = function(u,v){2 * w * cosh(aa * u) * (-(w * cos(v) * cos(w
* v)) - (sin(v) * sin(w * v))) / d(u,v)}
#declare Fz = function(u,v){2 * w * cosh(aa * u) * (-(w * sin(v) * cos(w
* v)) + (cos(v) * sin(w * v))) / d(u,v)}

#include "param.inc"

object {Parametric(Fx,Fy,Fz,<-20,0>,<20,12.5/aa/aa>,200,200,"")
  pigment {uv_mapping checker rgb 0.9 rgb 0.8 scale 0.6}
  finish {phong 0.5 phong_size 10}
  no_shadow
}


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From: kurtz le pirate
Subject: Re: mathematic curve - 52Ko - Breather.jpg (1/1)
Date: 9 May 2005 14:06:18
Message: <kurtzlepirate-39507A.20061809052005@news.povray.org>
In article <8yyMzBAJ9lfCFw$B@econym.demon.co.uk>,
 Mike Williams <nos### [at] econymdemoncouk> wrote:

>>Wasn't it Burki who wrote:
>>>kurtz le pirate <kur### [at] yahoofr> wrote:
>>>> what do you think about it?
>>>
>>>Yes, nice work. May inspire someone to find an isosurface function for the
>>>shape!
>>
>>I can do it as a parametric, but it's a bit slow, so I suggest using
>>Ingo Janssen's "param.inc" approximation to speed it up. This code has
>>been on my isosurface tutorial page since January.
>>
>>// Breather Surface
>>
>>camera { location  <30, 10, -30> look_at <0, 0, 0> angle 15}
>>
>>sky_sphere { pigment {
>>    function{abs(y)}
>>    color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
>>  }
>>}
>>
>>light_source {<100,200,-100> colour rgb 1}
>>light_source {<-100,-200,-100> colour rgb 0.5}
>>
>>#declare aa = 0.45;  // Values from 0.4 to 0.6 produce sensible results
>>
>>#declare w1 = 1 - aa * aa;
>>#declare w = sqrt(w1);
>>#declare d = function(u,v){ aa * (pow((w * cosh(aa * u)),2) + pow((aa *
>>sin(w * v)),2))}
>>
>>
>>#declare Fx = function(u,v){ -u + (2 * w1 * cosh(aa * u) * sinh(aa * u)
>>/ d(u,v)) }
>>#declare Fy = function(u,v){2 * w * cosh(aa * u) * (-(w * cos(v) * cos(w
>>* v)) - (sin(v) * sin(w * v))) / d(u,v)}
>>#declare Fz = function(u,v){2 * w * cosh(aa * u) * (-(w * sin(v) * cos(w
>>* v)) + (cos(v) * sin(w * v))) / d(u,v)}
>>
>>#include "param.inc"
>>
>>object {Parametric(Fx,Fy,Fz,<-20,0>,<20,12.5/aa/aa>,200,200,"")
>>  pigment {uv_mapping checker rgb 0.9 rgb 0.8 scale 0.6}
>>  finish {phong 0.5 phong_size 10}
>>  no_shadow
>>}

as usual mike, your the magician of isosurfaces but in this case, 
mesh2{} is more flexible and faster no ?

klp


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From: Mike Williams
Subject: Re: mathematic curve - 52Ko - Breather.jpg (1/1)
Date: 9 May 2005 15:21:07
Message: <ecdkIGA2e7fCFw4M@econym.demon.co.uk>
Wasn't it kurtz le pirate who wrote:
>In article <8yyMzBAJ9lfCFw$B@econym.demon.co.uk>,
> Mike Williams <nos### [at] econymdemoncouk> wrote:
>
>>>Wasn't it Burki who wrote:
>>>>kurtz le pirate <kur### [at] yahoofr> wrote:
>>>>> what do you think about it?
>>>>
>>>>Yes, nice work. May inspire someone to find an isosurface function for the
>>>>shape!
>>>
>>>I can do it as a parametric, but it's a bit slow, so I suggest using
>>>Ingo Janssen's "param.inc" approximation to speed it up. This code has
>>>been on my isosurface tutorial page since January.
>
>as usual mike, your the magician of isosurfaces but in this case, 
>mesh2{} is more flexible and faster no ?

That's why I suggested using Ingo's "param.inc" approximation macro. It
takes the three functions that you would use in a parametric isosurface
and creates a mesh2 object from them. Creating the mesh2 from within POV
SDL means that it works without requiring a copy of 3D-XplorMath.

-- 
Mike Williams
Gentleman of Leisure


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