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Sorry for the endless image spam people.
I got the grid-based version working, once I'd fixed a couple of really subtle
bugs in my geometry classes. I thought maybe I could get away with a 9x9x9 local
grid, but it turns out not. However, it still knocks spots off the old version -
calculates over 50 cells per second on my ageing laptop.
This image is based on a 20x20x20 master grid (8000 cells in total). I'm writing
out two .inc files, one for the points (about 200K for this example) and one for
the meshes (13.8MB). Quite reasonable I think. The meshes are fully minimized
mesh2 objects, but I'm probably using too many decimal places so that file size
could come down a bit. The rendering only took a couple of minutes.
Bill
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Attachments:
Download 'cracklebobs4_02.png' (349 KB)
Preview of image 'cracklebobs4_02.png'
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From: Thomas de Groot
Subject: Re: External Voronoi... now with grid-based points
Date: 18 Dec 2022 02:25:01
Message: <639ec04d@news.povray.org>
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Op 17/12/2022 om 20:41 schreef Bill Pragnell:
> Sorry for the endless image spam people.
>
> I got the grid-based version working, once I'd fixed a couple of really subtle
> bugs in my geometry classes. I thought maybe I could get away with a 9x9x9 local
> grid, but it turns out not. However, it still knocks spots off the old version -
> calculates over 50 cells per second on my ageing laptop.
>
> This image is based on a 20x20x20 master grid (8000 cells in total). I'm writing
> out two .inc files, one for the points (about 200K for this example) and one for
> the meshes (13.8MB). Quite reasonable I think. The meshes are fully minimized
> mesh2 objects, but I'm probably using too many decimal places so that file size
> could come down a bit. The rendering only took a couple of minutes.
>
> Bill
I am deeply impressed indeed. Well done, Bill! I can imagine one of your
iconic scenes using this set up.
One little point of attention, if you forgive me to "criticise"; the
'cracks' appear to have about the same width everywhere and somehow that
rattles a bit. Would it be possible to vary those a tiny little bit
randomly through the object?
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> One little point of attention, if you forgive me to "criticise"; the
> 'cracks' appear to have about the same width everywhere and somehow that
> rattles a bit. Would it be possible to vary those a tiny little bit
> randomly through the object?
Absolutely! This was on my to-do list. The cells are made by intersecting planes
around each seed point, and the gaps are achieved by simply offsetting the
planes for each cell slightly when they are made.
The first image uses a constant offset. Here's one with a bit of random thrown
in (and only 1000 cells).
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Attachments:
Download 'cracklebobs4_rndgaps.png' (307 KB)
Preview of image 'cracklebobs4_rndgaps.png'
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.....and here's one where gap size increases with altitude.
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Attachments:
Download 'cracklebobs4_hgaps.png' (240 KB)
Preview of image 'cracklebobs4_hgaps.png'
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From: Thomas de Groot
Subject: Re: External Voronoi... now with grid-based points
Date: 19 Dec 2022 02:11:22
Message: <63a00e9a$1@news.povray.org>
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Op 18/12/2022 om 19:12 schreef Bill Pragnell:
> .....and here's one where gap size increases with altitude.
Aaaah...! [bliss]
Very, very good! Well done Bill!
--
Thomas
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> .....and here's one where gap size increases with altitude.
Nice!
You're Number One, Bill.
I for some reason recall (or imagine) TdG posting an image that resembled this
that had something to do with simulating erosion...
Anyway, this cries out for two things:
1. The application of the extensively developed granite texture(s)
and
2.
https://www.academia.edu/993480/Modeling_Ore_Textures_and_Mineral_Liberation_Using_3D_Voronoi_Diagrams
"Make it so, Number One." :D
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