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Lars' lovely rounded-edge voronoi cells (see
http://news.povray.org/povray.binaries.images/thread/%3C63b414fb%40news.povray.org%3E/)
reminded me of yet another applicable mesh project I have lying around. A few
years back I made a convex meshing macro that also performs gaussian smoothing -
ideal for giving sharp edges a 'tumbled' look.
It turns out to be slightly quicker than the greebling, at least for relatively
low-res meshes... this parsed and rendered in just under 5 minutes.
Bill
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Lars' lovely rounded-edge voronoi cells (see
>
http://news.povray.org/povray.binaries.images/thread/%3C63b414fb%40news.povray.org%3E/)
> reminded me of yet another applicable mesh project I have lying around. A few
> years back I made a convex meshing macro that also performs gaussian smoothing -
> ideal for giving sharp edges a 'tumbled' look.
>
> It turns out to be slightly quicker than the greebling, at least for relatively
> low-res meshes... this parsed and rendered in just under 5 minutes.
>
> Bill
Very nice! :)
This looks like just the thing to solve Ari's little project from a few years
ago:
http://news.povray.org/povray.newusers/thread/%3C594aa827%40news.povray.org%3E/
You could make a very nice stone wall.
Also, I'm sure if there was pebble size control in different regions (controlled
by a function / pigment pattern?) that TdG would put that to amazing use in some
sort of landscape strata scene with amazing geological features.
And if it were function controlled, we all know that TOK would go completely
nuts crafting all sorts of geometric delights!
You're doing this by checking the possible bounding by 4x4x4 = 64 surrounding
cells? Or is it really 5x5x5, so 125.... :O
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> This looks like just the thing to solve Ari's little project from a few years
> ago:
Wow, that's a monster thread. Lots to read there. Yes, I thought about stone
walls before, and even tried it out briefly, but ran into my non-square-grid
issues and didn't go back to it yet.
> Also, I'm sure if there was pebble size control in different regions
This would be great, but has implications for the grid efficiency. Either a
custom grid, with all the brute-force slowness that entails, or future work I
think!
> You're doing this by checking the possible bounding by 4x4x4 = 64 surrounding
> cells? Or is it really 5x5x5, so 125.... :O
Yep, I'm currently building a grid, perturbing positions within their grid
voxel, then looping over the nearest 124 (2 in each direction) neighbours to
calculate each cell. If there was some way to efficiently find all the seeds
that influence the current cell before getting down to the intersections and
trimming, I could drop the grid approach and use any old input seed set. I
suspect that such a broad approach is either vexingly non-trivial, or maybe even
impossible :( But I will continue to ponder on it :)
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