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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?
--
Tek
http://evilsuperbrain.com
*Grammar fail, my lunch break has a web interface?
Post a reply to this message
Attachments:
Download 'decay.jpg' (76 KB)
Preview of image 'decay.jpg'
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"Tek" <tek### [at] evilsuperbraincom> wrote:
>
> 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).
Doh, can only attach 1 picture in web interface. Here's the greebelium.
Post a reply to this message
Attachments:
Download 'greebelium.jpg' (83 KB)
Preview of image 'greebelium.jpg'
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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?
>
> --
> Tek
> http://evilsuperbrain.com
>
> *Grammar fail, my lunch break has a web interface?
Beautiful image Tek. By the way, what about render time?
Keep up the good work.
Txemi Jendrix
http://www.txemijendrix.com
Post a reply to this message
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Amazing.
On 7/8/2010 5:21 AM, Tek 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?
>
> --
> Tek
> http://evilsuperbrain.com
>
> *Grammar fail, my lunch break has a web interface?
>
Post a reply to this message
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"Txemi Jendrix" <nomail@nomail> wrote:
> "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?
> >
> > --
> > Tek
> > http://evilsuperbrain.com
> >
> > *Grammar fail, my lunch break has a web interface?
>
> Beautiful image Tek. By the way, what about render time?
> Keep up the good work.
>
> Txemi Jendrix
> http://www.txemijendrix.com
The concrete took many hours to render (I don't remember how many, it was an
overnight render). The Greebelium took 2 hours.
That's on my work PC, an Intel Core2 Quad Q9300 2.5GHz. Using Pov 3.7 on all 4
threads.
Post a reply to this message
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"Tek" <tek### [at] evilsuperbraincom> wrote:
> 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.
>
> What do you think?
> Anyone want source with that?
The concrete block looks pretty good. I'm not sure what purpose such a solid
chunk of cement would serve, but it looks pretty cool nonetheless. It's too bad
isosurfaces must always render so slowly :(
> *Grammar fail, my lunch break has a web interface?
If you had made that statement regarding your lunch /box/, I might have believed
you :P
Post a reply to this message
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"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:web.4c35c2cf80efe655caa39c860@news.povray.org...
>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?
>
> --
> Tek
> http://evilsuperbrain.com
>
> *Grammar fail, my lunch break has a web interface?
>
Amazing! That first image is brilliant, I'd love to take a look at the
source please please pretty please :)
Cheers Dre
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Very convincing, both of them. I am certainly interested in seeing the
code... :-)
Thomas
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And here's a frickin' huuuge render of the greebelium, for my desktop (and
anyone else's that wants it).
It took 5h32m.
Tek
Post a reply to this message
Attachments:
Download 'greebelium1_5h32m.jpg' (506 KB)
Preview of image 'greebelium1_5h32m.jpg'
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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
}
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