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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> "Paolo Gibellini" <p.g### [at] gmailcom> schreef in bericht
> news:4c37042e$1@news.povray.org...
> > Both the images are very interesting, I like especially the greebelium, is
> > a mixture of tech and decay...
>
> you mean: tek and decay ;-)
>
> Thomas
I was thinking of calling it Tekkenium, but then people would think it was the
pure essence from which endless fighting game sequels are made :)
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"Tek" <tek### [at] evilsuperbraincom> wrote:
> I keep e-mailing myself things I made in my lunch break to post here when I get
> home, and then I get home and don't switch the PC on... :-/ So I'm posting via
> the web interface in my lunch break instead*.
>
> Anyway, here's a couple of isosurfaces I came up with recently. Both are very
> slow, but quite pretty (IMO).
>
> The reinforced concrete is an inverse isosurface, differerenced with a block. I
> wanted to see if I could carve a realistic decay into an object without needing
> the shape of the object itself to be an isosurface.
>
> The other picture is a substance I've christened Greebelium :) It's a
> multi-fractal based on crackle metric 1 (3 octaves, scale and amplitude reduced
> by 1/4 with each octave).
>
> What do you think?
> Anyone want source with that?
Fantastic! I love the amazing things you do with isosurfaces...
Cheers,
Edouard.
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Like them both. The second one looks like war rubble from an alien
civilization...
--
Dan
GoofyGraffix.com
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Flip() and SphereRand() are not defined. Are they macros of yours? I cannot
find them in any includes, although I can imagine what they should look
like...
Thomas
"Tek" <tek### [at] evilsuperbraincom> schreef in bericht
news:web.4c36e0afe5fe6399caa39c860@news.povray.org...
> Ok the source for both objects is pretty small, so I'll just drop it in
> here:
> //------Concrete with Rebar------
>
> #macro DecayBlob(Pos)
> isosurface {
> #local Off = VRand(rs)*100;
> #local f_Hole =
> function { pigment {
> average
> pigment_map {
> [1 spherical scale 2 cubic_wave translate Off warp { turbulence .5
> octaves
> 3 } translate -Off]
> [1 pigment_pattern { granite translate Off scale 5 Flip() } poly_wave
> 2]
> [.4
> pigment_pattern {
> #local f = function {
> 1-sqrt(min(min(x*x+y*y,x*x+z*z),y*y+z*z))/sqrt(2) }
> function { min(1,max(0,f(sin(x)*4,sin(y)*4,sin(z*4))*5-3)) }
> cubic_wave
> scale 1/pi
> translate .5
> scale .8
> warp { turbulence .2 octaves 3 }
> }
> Flip()
> translate -Pos // so they line up in different holes
> ]
> }
> } }
> function {
> 1-2*f_Hole(x,y,z).x
> }
> max_gradient 8
> all_intersections
> contained_by { sphere { 0, 2 } }
> scale .5
> translate Pos
> }
> #end
>
> difference {
> superellipsoid { <.1,.1> normal { granite .2 accuracy 1/1000 } }
> #local rs = seed(7);
> #local i=0; #while ( i < 5 )
> #local Norm = <0,0,0>;
> #local Pos = SphereRand(rs);
> #local Pos = trace( Thobject, Pos*2,-Pos, Norm );
> #if ( vlength(Norm) > 0 )
> DecayBlob(Pos)
> #local i=i+1;
> #end
> #end
> }
>
>
>
>
>
>
>
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"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:web.4c36e0afe5fe6399caa39c860@news.povray.org...
> Ok the source for both objects is pretty small, so I'll just drop it in
> here:
>
> //------Greebelium------
>
> isosurface {
> #declare Funches =
> function { pigment {
> average
> pigment_map {
> #local a = 1;
> #local i=0; #while ( i < 3 )
> [a crackle metric 1 pigment_map { [0 rgb .5][.1 crackle metric 1 solid
> colour_map { [.5 rgb 0][.5 rgb 1] }] } scale a]
> #local a=a/4; #local i=i+1; #end
> }
> } }
>
> // trap the pattern between low & high levels...
> function {
> max( y-.5+.5 - Funches(x,y,z).x, min( y+.5/*+.5 - Funches(x,y,z).x*/,
> .5 - Funches(x,y,z).x
> ) )
> }
> max_gradient 20
> contained_by { box { -<5,1,5>, <5,1,5> } }
> }
>
>
> //------Concrete with Rebar------
>
> #macro DecayBlob(Pos)
> isosurface {
> #local Off = VRand(rs)*100;
> #local f_Hole =
> function { pigment {
> average
> pigment_map {
> [1 spherical scale 2 cubic_wave translate Off warp { turbulence .5
> octaves
> 3 } translate -Off]
> [1 pigment_pattern { granite translate Off scale 5 Flip() } poly_wave
> 2]
> [.4
> pigment_pattern {
> #local f = function {
> 1-sqrt(min(min(x*x+y*y,x*x+z*z),y*y+z*z))/sqrt(2) }
> function { min(1,max(0,f(sin(x)*4,sin(y)*4,sin(z*4))*5-3)) }
> cubic_wave
> scale 1/pi
> translate .5
> scale .8
> warp { turbulence .2 octaves 3 }
> }
> Flip()
> translate -Pos // so they line up in different holes
> ]
> }
> } }
> function {
> 1-2*f_Hole(x,y,z).x
> }
> max_gradient 8
> all_intersections
> contained_by { sphere { 0, 2 } }
> scale .5
> translate Pos
> }
> #end
>
> difference {
> superellipsoid { <.1,.1> normal { granite .2 accuracy 1/1000 } }
> #local rs = seed(7);
> #local i=0; #while ( i < 5 )
> #local Norm = <0,0,0>;
> #local Pos = SphereRand(rs);
> #local Pos = trace( Thobject, Pos*2,-Pos, Norm );
> #if ( vlength(Norm) > 0 )
> DecayBlob(Pos)
> #local i=i+1;
> #end
> #end
> }
>
>
Awesome, thanks!
Cheers Dre
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>Thomas de Groot on date 09/07/2010 13:34 wrote:
> "Paolo Gibellini"<p.g### [at] gmailcom> schreef in bericht
> news:4c37042e$1@news.povray.org...
>> Both the images are very interesting, I like especially the greebelium, is
>> a mixture of tech and decay...
>
> you mean: tek and decay ;-)
>
> Thomas
>
>
:D
Paolo
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Doh! Sorry yeah they're macros of mine:
#macro Flip() colour_map { [0 rgb 1][1 rgb 0] } #end
#declare SphereAngleDistribute = function(x) { asin(x)/(pi/2) }
#macro SphereRand(Seed) vrotate( z,
<90*SphereAngleDistribute(rand(Seed)*2-1),360*rand(Seed)> ) #end
--
Tek
http://evilsuperbrain.com
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message
news:4c3977e9$1@news.povray.org...
> Flip() and SphereRand() are not defined. Are they macros of yours? I
> cannot find them in any includes, although I can imagine what they should
> look like...
>
> Thomas
>
> "Tek" <tek### [at] evilsuperbraincom> schreef in bericht
> news:web.4c36e0afe5fe6399caa39c860@news.povray.org...
>> Ok the source for both objects is pretty small, so I'll just drop it in
>> here:
>> //------Concrete with Rebar------
>>
>> #macro DecayBlob(Pos)
>> isosurface {
>> #local Off = VRand(rs)*100;
>> #local f_Hole =
>> function { pigment {
>> average
>> pigment_map {
>> [1 spherical scale 2 cubic_wave translate Off warp { turbulence .5
>> octaves
>> 3 } translate -Off]
>> [1 pigment_pattern { granite translate Off scale 5 Flip() } poly_wave
>> 2]
>> [.4
>> pigment_pattern {
>> #local f = function {
>> 1-sqrt(min(min(x*x+y*y,x*x+z*z),y*y+z*z))/sqrt(2) }
>> function { min(1,max(0,f(sin(x)*4,sin(y)*4,sin(z*4))*5-3)) }
>> cubic_wave
>> scale 1/pi
>> translate .5
>> scale .8
>> warp { turbulence .2 octaves 3 }
>> }
>> Flip()
>> translate -Pos // so they line up in different holes
>> ]
>> }
>> } }
>> function {
>> 1-2*f_Hole(x,y,z).x
>> }
>> max_gradient 8
>> all_intersections
>> contained_by { sphere { 0, 2 } }
>> scale .5
>> translate Pos
>> }
>> #end
>>
>> difference {
>> superellipsoid { <.1,.1> normal { granite .2 accuracy 1/1000 } }
>> #local rs = seed(7);
>> #local i=0; #while ( i < 5 )
>> #local Norm = <0,0,0>;
>> #local Pos = SphereRand(rs);
>> #local Pos = trace( Thobject, Pos*2,-Pos, Norm );
>> #if ( vlength(Norm) > 0 )
>> DecayBlob(Pos)
>> #local i=i+1;
>> #end
>> #end
>> }
>>
>>
>>
>>
>>
>>
>>
>
>
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"Tek" <tek### [at] evilsuperbraincom> schreef in bericht
news:4c3b8dcb$1@news.povray.org...
> Doh! Sorry yeah they're macros of mine:
>
> #macro Flip() colour_map { [0 rgb 1][1 rgb 0] } #end
>
> #declare SphereAngleDistribute = function(x) { asin(x)/(pi/2) }
> #macro SphereRand(Seed) vrotate( z,
> <90*SphereAngleDistribute(rand(Seed)*2-1),360*rand(Seed)> ) #end
>
<grin> Thank you indeed!
Thomas
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"Tek" <tek### [at] evilsuperbraincom> wrote:
> Ok the source for both objects is pretty small, so I'll just drop it in
> here:
That's two interesting isosurfaces Tek. Thank you for sharing the code.
I had a look at the source code for Greebelium to see if I could modify
it a bit so that I could understand it better. Below is the result.
--
Tor Olav
http://subcube.com
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7 ======= 8
======= 9
#include "colors.inc"
// Greebelium by Tek
#declare Pigment_Gr =
pigment { color Gray50 }
#declare Pigment_BlWh =
pigment {
crackle
metric 1
solid
colour_map {
[ 0.5 color Black ]
[ 0.5 color White ]
}
}
#declare Pigment_Funches =
pigment {
crackle
metric 1
pigment_map {
[ 0.0 Pigment_Gr ]
[ 0.1 Pigment_BlWh ]
}
}
#declare FunchesFn =
function {
pigment {
average
pigment_map {
#local I = 0;
#while (I < 3)
#local A = pow(4, -I);
[ A Pigment_Funches scale A ]
#local I = I + 1;
#end // while
}
}
}
#declare IsoFn =
function {
max(
y - FunchesFn(x, y, z).x,
0.5 + min(y, -FunchesFn(x, y, z).x)
)
}
isosurface {
function { IsoFn(x, y, z) }
max_gradient 20
contained_by {
box {
-<5, 1, 5>,
<5, 1, 5>
}
}
pigment { color White }
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7 ======= 8
======= 9
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"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> schreef in bericht
news:web.4c3cf7c7e5fe6399e67672890@news.povray.org...
> I had a look at the source code for Greebelium to see if I could modify
> it a bit so that I could understand it better. Below is the result.
Nicely done, Tor.
Thomas
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