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Christian Froeschlin <chr### [at] chrfrde> wrote:
> Very impressive!
>
> So, if these are blobs the roughness is just texture?
>
> Reading up a bit on Voronoi diagrams I found this
> entertaining interactive web application:
>
> http://www.pi6.fernuni-hagen.de/GeomLab/VoroGlide/
Very entertaining.
One interesting tidbit I had found about the Voronoi digrams when I had looked
at them a few years ago, is that they can be defined by projecting each point
vertically to a hyperboloid and defining a plane tangent to the hyperboloid at
this point. The voronoi diagram of a set consists of the intersections of these
planes.
-tgq
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On Mon, 04 Apr 2011 22:57:25 +0200, Trevor G Quayle
<Tin### [at] hotmailcom> wrote:
> Christian Froeschlin <chr### [at] chrfrde> wrote:
>> Very impressive!
>>
>> So, if these are blobs the roughness is just texture?
>>
>> Reading up a bit on Voronoi diagrams I found this
>> entertaining interactive web application:
>>
>> http://www.pi6.fernuni-hagen.de/GeomLab/VoroGlide/
>
> Very entertaining.
>
> One interesting tidbit I had found about the Voronoi digrams when I had
> looked
> at them a few years ago, is that they can be defined by projecting each
> point
> vertically to a hyperboloid and defining a plane tangent to the
> hyperboloid at
> this point. The voronoi diagram of a set consists of the intersections
> of these
> planes.
>
So what does it look like?
The closest thing I can think of according to your description is
mushrooms without stalks or matbe flying saucers...?
--
-Nekar Xenos-
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On 4/4/2011 12:01 AM, Thomas de Groot wrote:
> Better and better!
>
> You know, Sam, this is very like RL. I just cannot help myself to see a
> river bed here. I hope you will develop further along these lines. Great
> work, as usual.
I'll definitely be following up on this idea. There are so many avenues
to take though...
I'm now using the system to evaluate points between frames, to space
them apart. I was able to work on 2,048 points for 15 frames, and it
took a little over a minute to parse/render @512x512, with 2
light_sources. As it turns out, calling another program by using an ini
file is very easy.
Pretty soon I'll finally be able fill objects with actual
non-intersecting spherical shapes... Gumball machine, here I come!
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On 4/4/2011 1:57 AM, Bill Pragnell wrote:
> This looks awesome, and the technique is very elegant! I look forward to further
> developments.
Thanks! There are so many neat things neighborhood testing can be used
for, but I'm trying to stay focused on just a few for now.
> I think it could be adapted to make excellent drystone walls.
Yep, it sure can. The input points can even be taken from a mesh, which
means any stone wall/building can be modeled in another program.
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On 4/4/2011 9:36 AM, nemesis wrote:
> so very awesome. We can always say the floating particles were actually
> caught midair from a fall.
Sure...
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On 4/4/2011 12:54 PM, Christian Froeschlin wrote:
> Very impressive!
Thanks!
> So, if these are blobs the roughness is just texture?
Yeah, but since they are blobs, extra detail can always be added with
other, smaller elements.
> Reading up a bit on Voronoi diagrams I found this
> entertaining interactive web application:
>
> http://www.pi6.fernuni-hagen.de/GeomLab/VoroGlide/
It's pretty cool. I like how it generates a convex hull for all points.
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On 4/4/2011 5:54 AM, Paolo Gibellini wrote:
> I like e lot the colors of these grains.
> ;-)
> Paolo
Yeah, the coloring is much more realistic than the other examples...
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stbenge wrote:
>> So, if these are blobs the roughness is just texture?
>
> Yeah, but since they are blobs, extra detail can always be added with
> other, smaller elements.
It wasn't a criticism, I was just frustrated that even
your test objects look better than what I get if I try
to render a stone ;)
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On 05/04/2011 9:11 PM, Christian Froeschlin wrote:
>
> It wasn't a criticism, I was just frustrated that even
> your test objects look better than what I get if I try
> to render a stone ;)
LOL I know what you mean. ;-)
--
Regards
Stephen
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On 4/5/2011 1:11 PM, Christian Froeschlin wrote:
> stbenge wrote:
>
>>> So, if these are blobs the roughness is just texture?
>>
>> Yeah, but since they are blobs, extra detail can always be added with
>> other, smaller elements.
>
> It wasn't a criticism, I was just frustrated that even
> your test objects look better than what I get if I try
> to render a stone ;)
I didn't take it as one :)
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