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2 May 2024 22:51:24 EDT (-0400)
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From: Robert McGregor
Subject: Re: Rectangular Mazes
Date: 12 Feb 2012 18:00:01
Message: <web.4f3843487cb043df94d713cc0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>    The whole maze thing is impressive, but this application is awesome...
> and knowing how well you do with poser characters, I was expecting to
> see someone lost there. ;)

Thanks Jaime, and you're right - I was a bit hasty not putting someone in there;
take two :)
-------------------------------------------------
www.McGregorFineArt.com


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From: nemesis
Subject: Re: Rectangular Mazes
Date: 12 Feb 2012 19:40:01
Message: <web.4f385b097cb043df6486bdaf0@news.povray.org>
poor guy


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From: Thomas de Groot
Subject: Re: Rectangular Mazes
Date: 13 Feb 2012 02:45:15
Message: <4f38bf8b$1@news.povray.org>
On 12-2-2012 23:55, Robert McGregor wrote:
> Thanks Jaime, and you're right - I was a bit hasty not putting someone in there;
> take two :)

Ah yes! The prisoner of the maze ;)

Interesting how you keep the sunlight exactly aligned with the maze.

Thomas


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From: Paolo Gibellini
Subject: Re: Rectangular Mazes
Date: 13 Feb 2012 04:38:56
Message: <4f38da30@news.povray.org>
>Robert McGregor  on date 11/02/2012 19:23 wrote:
> To play with maze shadows I turned the maze boxes into "maze lamps" for this
> version. The floor also uses my original 100x100 unit orthographic example as a
> bump map.
> -------------------------------------------------
> www.McGregorFineArt.com
This is incredibly fascinating... perhaps better than the guy lost in 
the maze.
;-)
Paolo


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From: Samuel Benge
Subject: Re: Rectangular Mazes
Date: 13 Feb 2012 14:40:04
Message: <web.4f3966627cb043df3899271f0@news.povray.org>
@Robert, @Christian, thanks for the description! The idea might come in handy
next time I tackle Voronoi-based mazes.


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From: Paolo Gibellini
Subject: Re: Rectangular Mazes
Date: 14 Feb 2012 07:30:07
Message: <4f3a53cf@news.povray.org>
>Samuel Benge  on date 13/02/2012 20:37 wrote:
> @Robert, @Christian, thanks for the description! The idea might come in handy
> next time I tackle Voronoi-based mazes.
>
...tileable Voronoi-based mazes: a great wallpaper.
;-)
Paolo


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From: Roman Reiner
Subject: Re: Rectangular Mazes
Date: 14 Feb 2012 08:00:01
Message: <web.4f3a58fa7cb043df3ece0fa0@news.povray.org>
"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> For this image I used my 100x100 unit orthographic example as an image pattern
> mask to specify target boundaries for tracing 1.3 million tree instances down
> onto a plane, assembling a huge hedge maze.
> -------------------------------------------------
> www.McGregorFineArt.com


I just stumbled across this painting by Jacek Yerka which reminded me of your
image (or vice versa).

Regards Roman


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From: andrel
Subject: Re: Rectangular Mazes
Date: 14 Feb 2012 15:30:18
Message: <4F3AC455.90002@gmail.com>
On 13-2-2012 20:37, Samuel Benge wrote:
> @Robert, @Christian, thanks for the description! The idea might come in handy
> next time I tackle Voronoi-based mazes.

I did something very similar when doing a Voronoi based maze some time 
ago. It was, I think, because of some discussion on whether you could do 
triangular mazes. And I think it was in off-topic, so I cannot find the 
thread any more.
In my experience simply backtracking (a depth first search) gives rather 
unbalanced mazes, similar for breadth first. When I am stuck I select a 
random point along the path taken so far to restart.

Attached is something I called Darrenworld, so I know at least one of 
the participants in that discussion.

Note that for every pair of points on the blue line (rivers) there is 
only one connecting path over the blue line. Similar for gray (mountains).

(algorithm not written in POV yet. so no source included)


-- 
tip: do not run in an unknown place when it is too dark to see the 
floor, unless you prefer to not use uppercase.


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From: Ive
Subject: Re: Rectangular Mazes
Date: 14 Feb 2012 20:34:54
Message: <4f3b0bbe@news.povray.org>
Am 11.02.2012 18:51, schrieb Robert McGregor:
> After I got it all working properly I started thinking about what I could
> actually /use/ this for (pigments, bump maps, image patterns, height fields,
> etc.) and began experimenting with various scene ideas. Here are some basic
> example mazes rendered with an orthographic camera; 8x8, 16x16, and 32x32 units
> respectively.
>
Nice ones. I like especially the lamp-mazes.

Now how about a 3D-maze?

Well, I understand that this would look like a simply box with two tiny 
holes but I find the idea of doing this and just *knowing* there is a 
maze inside quite tempting - for whatever strange reason.

-Ive


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From: Paolo Gibellini
Subject: Re: Rectangular Mazes
Date: 15 Feb 2012 02:58:44
Message: <4f3b65b4$1@news.povray.org>
>andrel  on date 14/02/2012 21:30 wrote:
> On 13-2-2012 20:37, Samuel Benge wrote:
>> @Robert, @Christian, thanks for the description! The idea might come
>> in handy
>> next time I tackle Voronoi-based mazes.
>
> I did something very similar when doing a Voronoi based maze some time
> ago. It was, I think, because of some discussion on whether you could do
> triangular mazes. And I think it was in off-topic, so I cannot find the
> thread any more.
> In my experience simply backtracking (a depth first search) gives rather
> unbalanced mazes, similar for breadth first. When I am stuck I select a
> random point along the path taken so far to restart.
>
> Attached is something I called Darrenworld, so I know at least one of
> the participants in that discussion.
>
> Note that for every pair of points on the blue line (rivers) there is
> only one connecting path over the blue line. Similar for gray (mountains).
>
> (algorithm not written in POV yet. so no source included)
>
>
Interesting result!
Paolo


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