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26 Apr 2024 18:42:30 EDT (-0400)
  pattern blend (Message 56 to 65 of 66)  
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From: Stephen
Subject: Re: pattern blend
Date: 10 Mar 2018 11:54:20
Message: <5aa40dbc$1@news.povray.org>
On 10/03/2018 16:24, Alain wrote:

>> On 09/03/2018 07:42, Thomas de Groot wrote:
>>> On 8-3-2018 20:14, Stephen wrote:
>>>> On 08/03/2018 12:45, Thomas de Groot wrote:
>>>>> Want to know where this is? Go to: 52 degrees 53 minutes 46.25 
>>>>> seconds North, and 6 degrees 15 minutes 46.11 seconds East.
>>>>

>>>
>>> I played safe as I was not sure if it would be displayed correctly. 
>>> Apparently unfounded fear. :-)
>>>
>>

>>

> At least when using the Canadian multilingual configuration for my 
> keyboard.
> 

That doesn't work on a UK qwerty k/board. Alt+ numbers on the numeric 
keypad, only.

A proper decimal point. :)

-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: pattern blend
Date: 12 Mar 2018 09:23:11
Message: <5aa67f3f$1@news.povray.org>
On 2018-03-09 04:27 AM (+4), Stephen wrote:
> On 09/03/2018 07:42, Thomas de Groot wrote:
>> On 8-3-2018 20:14, Stephen wrote:
>>> On 08/03/2018 12:45, Thomas de Groot wrote:
>>>> Want to know where this is? Go to: 52 degrees 53 minutes 46.25
>>>> seconds North, and 6 degrees 15 minutes 46.11 seconds East.
>>>

>>
>> I played safe as I was not sure if it would be displayed correctly.
>> Apparently unfounded fear. :-)

I find that special characters display correctly in the Web view only if 
I post via the Web view, but Thunderbird displays them correctly 
regardless of which software was use to post.

It appears that if the original article uses ISO 8879 Latin-1 encoding, 
the Web software translates it to UTF-8, but then displays the 
translated sequence as if it were still ISO 8879, effectively 
translating it twice.



Numbers?  Who has the energy for number codes?  It's Compose * 0 on 
/real/ operating systems.


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From: clipka
Subject: Re: pattern blend
Date: 12 Mar 2018 10:52:34
Message: <5aa69432$1@news.povray.org>
Am 12.03.2018 um 14:23 schrieb Cousin Ricky:
> On 2018-03-09 04:27 AM (+4), Stephen wrote:
>> On 09/03/2018 07:42, Thomas de Groot wrote:
>>> On 8-3-2018 20:14, Stephen wrote:
>>>> On 08/03/2018 12:45, Thomas de Groot wrote:
>>>>> Want to know where this is? Go to: 52 degrees 53 minutes 46.25
>>>>> seconds North, and 6 degrees 15 minutes 46.11 seconds East.
>>>>
>>>> 52°  53' 46.25"N  6° 15' 46.11"E in google terms
>>>
>>> I played safe as I was not sure if it would be displayed correctly.
>>> Apparently unfounded fear. :-)
> 
> I find that special characters display correctly in the Web view only if
> I post via the Web view, but Thunderbird displays them correctly
> regardless of which software was use to post.
> 
> It appears that if the original article uses ISO 8879 Latin-1 encoding,
> the Web software translates it to UTF-8, but then displays the
> translated sequence as if it were still ISO 8879, effectively
> translating it twice.
> 
>> Luckily I know that Ali + 248 is °
> 
> Numbers?  Who has the energy for number codes?  It's Compose * 0 on
> /real/ operating systems.

Who /needs/ number codes?

On /real keyboards/, it's simply Shift and the leftmost key in the
numeric row. :P

On /real keyboards/, you can even type stuff like 1 µm³ ("one cubic
micrometre") without memorizing anything fancy. It's all printed right
on the keyboard.

Oh, and although on /real keyboards/ the most common non-ASCII Latin
characters are of course äöüß and ÄÖÜẞ (*), there also isn't any need
for a Compose key to write ÁÉÍÓÚ, áéíóú, ÀÈÌÒÙ, àèìòù, ÂÊÎÔÛ
or âêîôû.

(Did you US folks know that we Germans have two more keys than you do?
Well, sort of - there's one additional physical key, and then our two
Alt keys actually do different things. Kind of like the Brits. Or the
French. Or the Spanish. Or the Portugese. Or virtually anyone except you
poor US sods with your pityful 101/104 keys :P)


(*Fun fact to know: As of a few months ago, the statement that the
German sharp s exists only in its lowercase form is officially no longer
true: The capital sharp S (which has been defined in Unicode since 2008)
has finally beed officially adopted into the German language; and at
least in Windows 10 using a /real keyboard/, it can be entered
surprisingly easy, albeit only 80% intuitive.)


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From: Stephen
Subject: Re: pattern blend
Date: 12 Mar 2018 12:48:16
Message: <5aa6af50@news.povray.org>
On 12/03/2018 13:23, Cousin Ricky wrote:

> /real/ operating systems.

A Pover who cares not for numbers!
What is the world coming to?

<aside>
How is the Island?
There was an article about the BVI, last week. It is still in a poor 
state. Was thinking about you.

-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: pattern blend
Date: 12 Mar 2018 17:49:14
Message: <5aa6f5da$1@news.povray.org>
On 03/12/2018 10:52 AM, clipka wrote:
> Am 12.03.2018 um 14:23 schrieb Cousin Ricky:
>> On 2018-03-09 04:27 AM (+4), Stephen wrote:
>>> Luckily I know that Ali + 248 is °
>>
>> Numbers?  Who has the energy for number codes?  It's Compose * 0 on
>> /real/ operating systems.
>
> Who /needs/ number codes?
>
> On /real keyboards/, it's simply Shift and the leftmost key in the
> numeric row. :P
>
> On /real keyboards/, you can even type stuff like 1 µm³ ("one cubic
> micrometre") without memorizing anything fancy. It's all printed right
> on the keyboard.
>
> Oh, and although on /real keyboards/ the most common non-ASCII Latin
> characters are of course äöüß and ÄÖÜẞ (*), there also isn't any need
> for a Compose key to write ÁÉÍÓÚ, áéíóú, ÀÈÌÒÙ, àèìòù,
ÂÊÎÔÛ or âêîôû.
>
> (Did you US folks know that we Germans have two more keys than you do?
> Well, sort of - there's one additional physical key, and then our two
> Alt keys actually do different things. Kind of like the Brits. Or the
> French. Or the Spanish. Or the Portugese. Or virtually anyone except you
> poor US sods with your pityful 101/104 keys :P)

Touché.

In my defense, I did not choose to be an American; the Danish sold my 
island from under me 46 years before I was born.

Although, when I took an online test to see where I should move in the 
extremely unlikely event that Donald Trump should become president, they 
said Germany would be the best match for me.  Personally, I say make 
Trump's immigration policy retroactive 2 generations and send /him/ back 
to Germany.


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From: clipka
Subject: Re: pattern blend
Date: 12 Mar 2018 19:33:08
Message: <5aa70e34$1@news.povray.org>
Am 12.03.2018 um 22:49 schrieb Cousin Ricky:

> In my defense, I did not choose to be an American; the Danish sold my
> island from under me 46 years before I was born.
> 
> Although, when I took an online test to see where I should move in the
> extremely unlikely event that Donald Trump should become president, they
> said Germany would be the best match for me.  Personally, I say make
> Trump's immigration policy retroactive 2 generations and send /him/ back
> to Germany.

If you ever get your hands on a time machine, be careful - that plan
might backfire. According to German Wikipedia, during WW2 one of The
Don's uncles, John G. Trump, was instrumental in providing the US
military with the latest and greatest Radar equipment, and had also
contributed to the Manhattan Project (albeit involuntarily, by building
a high voltage generator in Philadelphia that was subsequently seized
for the project).

Also, by The Don's standards, there are two types of immigrants:
Norwegians and Bad Hombres. Back in 1885, Germans would certainly have
been considered the Norwegian type.


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From: Tor Olav Kristensen
Subject: Re: pattern blend
Date: 16 Mar 2018 23:35:00
Message: <web.5aac8b2f8351d7b0de6196580@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:
> Stephen <mca### [at] aolcom> wrote:
>
> > Has anyone tried to produce a solarisation effect?
>
> Hi,
> with a simple approach I got this image - here is the code
> ...

Hi Norbert

Your post inspired me to try to achieve image solarisation with the
new user defined pattern in v3.8:

http://wiki.povray.org/content/Reference:User_Defined_Pattern

BTW: Nice tricks to scale the camera vectors by the image dimensions
and to make a V-function with the max function !

Here's the results from my experiment:

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Tor Olav Kristensen
// http://subcube.com
// Solarizing an image
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

#version 3.8;

// For this image made by Gilles Tran:
// http://hof.povray.org/images/glasses.jpg
#declare GuessedGamma = 2.2;

global_settings { assumed_gamma GuessedGamma }

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Render with same image dimensions as the original image for best
// result. Anti-aliasing can be used. E.g.: +w1024 +h768 +a0.1 +FJ

#declare PigmentFn =
    function {
        pigment {
            image_map {
                jpeg "glasses.jpg"  // 1024 x 768 pixels
                gamma GuessedGamma
                interpolate 2
            }
        }
    }
;

// Frequency = 0.5 and Inverted = true
// - will give original image (approximately)
#declare Frequency = 1.0; // Try 0.5, 1.0, 1.5, 2.0, ...
#declare Inverted = false;

#declare Fn = function(x) { Frequency*mod(x, 1/Frequency) }
#declare VeeFn = function(x) { 2*max(Fn(x), 1 - Fn(x)) - 1 }
#declare InvertedVeeFn = function(x) { 1 - VeeFn(x) };

#if (Inverted)
    #declare SolarizeFn = InvertedVeeFn ;
#else
    #declare SolarizeFn = VeeFn;
#end // if

box {
    <0, 0, 0>, <1, 1, 1>
    texture {
        pigment {
            user_defined {
                function { SolarizeFn(PigmentFn(x, y, z).red  ) },
                function { SolarizeFn(PigmentFn(x, y, z).green) },
                function { SolarizeFn(PigmentFn(x, y, z).blue ) }
            }
        }
        finish {
            diffuse 0
            emission color rgb <1, 1, 1>
        }
    }
    translate -<1, 1, 0>/2
    scale <image_width, image_height, 1>
}

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

camera {
    orthographic
    right image_width*x
    up image_height*y
}

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7


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Attachments:
Download 'solarized glasses.jpg' (77 KB)

Preview of image 'solarized glasses.jpg'
solarized  glasses.jpg


 

From: Tor Olav Kristensen
Subject: Re: pattern blend
Date: 17 Mar 2018 00:30:00
Message: <web.5aac991a8351d7b0de6196580@news.povray.org>
"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
> ...
> // Render with same image dimensions as the original image for best
> // result. Anti-aliasing can be used. E.g.: +w1024 +h768 +a0.1 +FJ
> ...

I just did some layer arithmetic in Gimp with the original image in the bottom
layer and my rendered image in the top layer - and found that Norbert is
probably right: It's best to not use any anti-aliasing for this.

--
Tor Olav
http://subcube.com


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From: Norbert Kern
Subject: Re: pattern blend
Date: 17 Mar 2018 10:30:01
Message: <web.5aad26338351d7b09cfcc7a00@news.povray.org>
"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
>
> Hi Norbert
>
> Your post inspired me to try to achieve image solarisation with the
> new user defined pattern in v3.8:
>
> http://wiki.povray.org/content/Reference:User_Defined_Pattern


Hi Tor,

very well done.
I've to look more in user defined pattern - definitively.

Norbert


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From: Tor Olav Kristensen
Subject: Re: pattern blend
Date: 3 Apr 2018 12:20:01
Message: <web.5ac3a9038351d7b05bf3e3600@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:
> "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
> >
> > Hi Norbert
> >
> > Your post inspired me to try to achieve image solarisation with the
> > new user defined pattern in v3.8:
> >
> > http://wiki.povray.org/content/Reference:User_Defined_Pattern
>
>
> Hi Tor,
>
> very well done.
> I've to look more in user defined pattern - definitively.

Thank you Norbert

For those of you that hasn't started to experiment with v3.8 yet,
here is some code that can be used with v3.7 to achieve the same:

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Tor Olav Kristensen
// http://subcube.com
// Solarizing an image
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

#version 3.7;

// For this image made by Gilles Tran:
// http://hof.povray.org/images/glasses.jpg
#declare GuessedGamma = 2.2;

global_settings { assumed_gamma GuessedGamma }

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Render with same image dimensions as the original image for best
// result. E.g.: +w1024 +h768 +FJ

#declare PigmentFn =
    function {
        pigment {
            image_map {
                jpeg "glasses.jpg"  // 1024 x 768 pixels
                gamma GuessedGamma
                interpolate 2
            }
        }
    }
;

// Frequency = 0.5 and Inverted = true
// - will give original image (approximately)
#declare Frequency = 1.0; // Try 0.5, 1.0, 1.5, 2.0, ...
#declare Inverted = false;

#declare Fn = function(x) { Frequency*mod(x, 1/Frequency) };
#declare VeeFn = function(x) { 2*max(Fn(x), 1 - Fn(x)) - 1 };
#declare InvertedVeeFn = function(x) { 1 - VeeFn(x) };

#if (Inverted)
    #declare SolarizeFn = InvertedVeeFn ;
#else
    #declare SolarizeFn = VeeFn;
#end // if

#declare PigmentR =
    pigment {
        function { SolarizeFn(PigmentFn(x, y, z).red  ) }
        color_map {
            [ 0 color red   0 ]
            [ 1 color red   3 ]
        }
    }
;

#declare PigmentG =
    pigment {
        function { SolarizeFn(PigmentFn(x, y, z).green) }
        color_map {
            [ 0 color green 0 ]
            [ 1 color green 3 ]
        }
    }
;

#declare PigmentB =
    pigment {
        function { SolarizeFn(PigmentFn(x, y, z).blue ) }
        color_map {
            [ 0 color blue  0 ]
            [ 1 color blue  3 ]
        }
    }
;

box {
    <0, 0, 0>, <1, 1, 1>
    texture {
        pigment {
            average
            pigment_map {
                [ PigmentR ]
                [ PigmentG ]
                [ PigmentB ]
            }
        }
        finish {
            diffuse 0
            emission color rgb <1, 1, 1>
        }
    }
    translate -<1, 1, 0>/2
    scale <image_width, image_height, 1>
}

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7

camera {
    orthographic
    right image_width*x
    up image_height*y
}

// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7


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