POV-Ray : Newsgroups : povray.binaries.images : A couple of isosurfaces Server Time
4 May 2024 00:23:24 EDT (-0400)
  A couple of isosurfaces (Message 1 to 10 of 22)  
Goto Latest 10 Messages Next 10 Messages >>>
From: Tek
Subject: A couple of isosurfaces
Date: 8 Jul 2010 08:25:01
Message: <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?


Post a reply to this message


Attachments:
Download 'decay.jpg' (76 KB)

Preview of image 'decay.jpg'
decay.jpg


 

From: Tek
Subject: Re: A couple of isosurfaces
Date: 8 Jul 2010 08:35:00
Message: <web.4c35c4d3e5fe6399caa39c860@news.povray.org>
"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'
greebelium.jpg


 

From: Txemi Jendrix
Subject: Re: A couple of isosurfaces
Date: 8 Jul 2010 11:15:01
Message: <web.4c35eb0de5fe639938b61e700@news.povray.org>
"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

From: bokunhama
Subject: Re: A couple of isosurfaces
Date: 8 Jul 2010 11:16:30
Message: <4c35ebce$1@news.povray.org>
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

From: Tek
Subject: Re: A couple of isosurfaces
Date: 8 Jul 2010 11:40:01
Message: <web.4c35f0d3e5fe6399caa39c860@news.povray.org>
"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

From: Samuel Benge
Subject: Re: A couple of isosurfaces
Date: 8 Jul 2010 13:55:01
Message: <web.4c361076e5fe6399320e5be10@news.povray.org>
"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

From: Dre
Subject: Re: A couple of isosurfaces
Date: 8 Jul 2010 20:22:25
Message: <4c366bc1$1@news.povray.org>
"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


Post a reply to this message

From: Thomas de Groot
Subject: Re: A couple of isosurfaces
Date: 9 Jul 2010 04:02:58
Message: <4c36d7b2$1@news.povray.org>
Very convincing, both of them. I am certainly interested in seeing the 
code... :-)

Thomas


Post a reply to this message

From: Tek
Subject: Re: A couple of isosurfaces
Date: 9 Jul 2010 04:35:01
Message: <web.4c36dec7e5fe6399caa39c860@news.povray.org>
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'
greebelium1_5h32m.jpg


 

From: Tek
Subject: Re: A couple of isosurfaces
Date: 9 Jul 2010 04:45:01
Message: <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
}


Post a reply to this message

Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.