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On 10-2-2018 23:07, Norbert Kern wrote:
> Hello,
>
> here is a way to modificate meshes of humans or animals to creepy figures.
>
> After finding a random point on a mesh surface another trace was done inside the
> mesh. A box was then placed between the two points.
>
> Each of the two figures consists of 990.000 boxes.
>
> Texture uses a proximity technique described in
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.59d38d1358cfc649f2ea585a0%40news.povray.org%3E/.
>
> Background is from Margus Ramst.
> Scene uses assumed_gamma 1 as in my last pictures.
>
> Norbert
>
This is... creepy! Very well done indeed. I need to ponder the method:
you choose a random point /on/ the mesh surface, then, from that random
point, you traced /inside/ the mesh to the opposite side I suppose, but
in what direction? randomly? along the surface normal at that point? I
am a bit lost I confess.
--
Thomas
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On 11/02/2018 08:03, Thomas de Groot wrote:
>
> This is... creepy! Very well done indeed.
Yes, very nice indeed.
--
Regards
Stephen
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On 11-2-2018 3:25, Norbert Kern wrote:
> Mike Horvath <mik### [at] gmail com> wrote:
>> Wow, that is really creepy!
>>
>> I was going to make it my desktop background, but I don't really like
>> the river rocks.
>>
>>
>> Mike
>
>
> A very good argument -
>
> several years before I stopped working on an image because of the disturbing
> river rock distribution...
>
> Suggestions?
>
>
> Norbert
>
I think that the problem is not so much with the rocks themselves as
with the combination rocks/"mud". Especially the last is not very
credible in this image and hesitates between a wet, rock-like, material,
sand, and plastic. The total has a pudding aspects.
One solution would be to increase the (horizontal) layering of the "mud"
and decrease its texture's graininess. Also, there either is too much
mud and too little rocks in the combination, or too little mud and too
much rocks. You can go either way.
--
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> This is... creepy! Very well done indeed. I need to ponder the method:
> you choose a random point /on/ the mesh surface, then, from that random
> point, you traced /inside/ the mesh to the opposite side I suppose, but
> in what direction? randomly? along the surface normal at that point? I
> am a bit lost I confess.
>
> --
> Thomas
I used the surface normal.
A test file was uploaded to pbs-f.
But - it's not very fast...
I included a method for using the method for spikes a la Gormley.
Norbert
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"Norbert Kern" <nor### [at] t-online de> wrote:
> I used the surface normal.
> A test file was uploaded to pbs-f.
>
> But - it's not very fast...
I wondered if there was a way to fill the space with connected links - like a 3D
chainmail.
I would also LOVE to understand how to construct and use an octtree and do
something along the lines of this:
http://www.imagico.de/fast_iso/grid7.png
from http://www.imagico.de/fast_iso/patch.php
but obviously without the object.
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"Bald Eagle" <cre### [at] netscape net> wrote:
> I wondered if there was a way to fill the space with connected links - like a 3D
> chainmail.
>
> I would also LOVE to understand how to construct and use an octtree and do
> something along the lines of this:
>
> http://www.imagico.de/fast_iso/grid7.png
> from http://www.imagico.de/fast_iso/patch.php
Look at a post done by Robert McGregor regarding a Octree space partitioning
experiment -
http://news.povray.org/povray.binaries.images/thread/%3C4f26eaa2%241%40news.povray.org%3E/
and
http://news.povray.org/povray.text.scene-files/message/%3Cweb.4f2a0580cf27ae8a94d713cc0%40news.povray.org%3E/#%3Cweb.4f
2a0580cf27ae8a94d713cc0%40news.povray.org%3E
...
Use his code - but first define two objects (a mesh or something else and a
difference of a bigger cube and the first object) and replace spheres by
cube_frames.
Norbert
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"Bald Eagle" <cre### [at] netscape net> wrote:
> Well, The dark color of the figures on the light, hazy background, and the
> elongated proportions of the figures combined with the transparent/mesh
> construction all give the same impression as the style of the Three Brothers as
> drawn for the animated movie scene.
>
> I like it very much, and you should do more!
> (as applies to all of your work :) )
Thank you very much.
Testrals are another HP figures with similar look.
Some Picasso works remind me of such creepy figures too.
Norbert
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"Norbert Kern" <nor### [at] t-online de> wrote:
> Look at a post done by Robert McGregor regarding a Octree space partitioning
> experiment -
Hmmm. I must have missed this. Thank you very much for bringing that to my
attention! :)
> Use his code - but first define two objects (a mesh or something else and a
> difference of a bigger cube and the first object) and replace spheres by
> cube_frames.
>
> Norbert
So, I have read about the octree algorithm, and I can follow along and make
sense of what's going on, however -
(and maybe I need to go through it in a much more detailed level)
One of the interesting things about an octree is "saving" the leaves and
rejecting the empty voxels so that later you can quickly traverse the octree.
Maybe that's what he had developed later, before the HDD crash, but I think
that's a tool that a lot of Povvers could use, and I'm interested in learning
about that aspect of it, and coding it up as time permits.
Also, I don't see that Robert used a difference{}, and so I'm unsure how you're
suggesting I implement that second object and where it gets referenced.
But once again - thanks for that! It's a major step forward for me to study
that code and get a jump-start on fully understanding how to implement octree
data structures.
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"Norbert Kern" <nor### [at] t-online de> wrote:
> Thank you very much.
Any time :) It's always good to see what you and others pull out of your
POV-Ray magic hats after all these years, and inspire the rest of us to push a
particular project forward that last little bit, or dust off an old WIP and
bring it to fruition with new insight and inpiration.
> Testrals are another HP figures with similar look.
> Some Picasso works remind me of such creepy figures too.
>
> Norbert
Yes! I was searching for "horse" in my memory - but "Thestrals" didn't come to
mind, even though it should have been bloody obvious. And for whatever reason,
I had it in my mind that they were called "Kestrals" - now I'll have to go watch
a HP movie to check... damn.
https://images.pottermore.com/bxd3o8b291gf/6HjasiK8zmeIkso2k6YYss/f6c9e16870450817cb5816b6cd827a1c/Thestrals_WB_F5_Thes
tralPortrait_Illust_100615_Port.jpg?w=1200
As a related aside, I'm currently reading "Fablehaven" for my son, and it's a
good story, very readable, and I can see parallels between it and HP as well as
other stories, just as I can see clear influences of LOTR in HP.
I mention this only because it would be amazing to see someone adapt this
figure-filling method to something like a Dementor, a Death-Eater, or Ephira -
to get that long, flowing cloth / shadow / ribbon / smoke effect.
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On 11-2-2018 17:46, Norbert Kern wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>
>> This is... creepy! Very well done indeed. I need to ponder the method:
>> you choose a random point /on/ the mesh surface, then, from that random
>> point, you traced /inside/ the mesh to the opposite side I suppose, but
>> in what direction? randomly? along the surface normal at that point? I
>> am a bit lost I confess.
>>
>> --
>> Thomas
>
> I used the surface normal.
> A test file was uploaded to pbs-f.
>
> But - it's not very fast...
>
> I included a method for using the method for spikes a la Gormley.
>
>
> Norbert
>
>
Thank you! I shall have something to do the coming days! ;-)
--
Thomas
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