POV-Ray : Newsgroups : povray.binaries.utilities : Wood program but still develop Server Time
28 Mar 2024 12:53:14 EDT (-0400)
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From: And
Subject: Re: Wood program but still develop
Date: 6 Jun 2022 03:55:00
Message: <web.629db25b5b6ed24c11d6faaaa81652d@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> hi,
>
> "And" <49341109@ntnu.edu.tw> wrote:
> > ...
> > After investigate colors from photo. put them together reluctantly.
>
> glad you did.  the pattern looks sumptuous, in particular I'm impressed by just
> how believable the texture looks, the graining on the narrow side of the lid is
> ... wow.
>
>
> regards, jr.

Thank you.
I like this admix, too.


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From: And
Subject: Re: Wood program but still develop
Date: 11 Jun 2022 04:40:00
Message: <web.62a454755b6ed24b7777502aa81652d@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> Thank you.
> I like this admix, too.

I imitate that box color and direct of pattern by this one (But the color is
selected by photos of mine) which the texture is scanned.

https://www.turbosquid.com/3d-models/scanned-objects-3d-model-1694388


There are too many details to imitate, but the color changing at the corner is
catch my eye. I know that proximity pattern discussed in the newsgroups.

http://news.povray.org/povray.binaries.images/thread/%3Cweb.4bda394e8fe449e421619a220%40news.povray.org%3E/


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From: And
Subject: Re: Wood program but still develop
Date: 15 Jun 2022 07:40:00
Message: <web.62a9c4625b6ed241f613e1eaa81652d@news.povray.org>
I have completed most of the arrangement of output .inc files.
All effects remains the previous.
In fact, I doubt about the albedo of the (selected) color.

1). I knows that the albedo of many substances are between 0.0.. ~ 0.6...(60%),
the white wall or white paper is just about 60%. The correct value of the albedo
cannot measure from the photograph directly, unless you know the light source
strength.

2). The rendered image shows the current composite of patterns. Include the
fiber and big color block. It takes 20m46s to render.

3). I have fixed and eliminated the discontinuous line on the angle terminal
position.

4). The variance of the pattern is not enough for the z(height) direct. If you
cut this pattern using a cylinder, or just the "rotary peeled" method. The
result pattern will very unnatural.


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Attachments:
Download 'show tree function.png' (1013 KB)

Preview of image 'show tree function.png'
show tree function.png


 

From: And
Subject: Re: Wood program but still develop
Date: 27 Jun 2022 05:15:00
Message: <web.62b974ea5b6ed24cf20f667aa81652d@news.povray.org>
I will release a test version on the following day.
(.jar) Executable jar file

I will describe its limit.


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From: Bald Eagle
Subject: Re: Wood program but still develop
Date: 13 Aug 2022 22:55:00
Message: <web.62f8632c5b6ed241f9dae3025979125@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:

I didn't read this paper (yet), but it just showed up in my email inbox.
Maybe it will inspire some ideas, serve as an entry to other similar research
papers, and be of some practical use in developing your challenging project.

(I hadn't thought of using L-systems!)

-BW

https://www.academia.edu/keypass/TklERytmOFYyc2ZaWDhzZ2lKd1p2RzlPdVR5SFQ3OC9wZVB0NzAvOFI2bz0tLUdSbDRQT1R4dFpCVEFBV1lRWm
Naamc9PQ==--4e10a79e4ba8dd769635ce68308bdbcc2e9e8f3f/t/jZTSw-QwzUMmQ-CC8f8/resource/work/23491795/3Gmap_L_systems_an_ap
plication_to_the_modelling_of_wood?email_work_card=view-paper&li=0


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From: And
Subject: Re: Wood program but still develop
Date: 23 Aug 2022 05:45:00
Message: <web.6304a0c35b6ed2442316af7aa81652d@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>
> I didn't read this paper (yet), but it just showed up in my email inbox.
> Maybe it will inspire some ideas, serve as an entry to other similar research
> papers, and be of some practical use in developing your challenging project.
>
> (I hadn't thought of using L-systems!)
>
> -BW
>
>


Oh, ... I wouldn't like to make any detailed tree trunk "3D Model"(that is
another
challenge), I just generate a (3D)texture. I implement my texture in POV-Ray,
outputing "pigment {...}" as its final form.



Maybe I will release that next version in two - three weeks, I have completed a
little bit new feature, which can adjust earlywood-latewood ratio(varying during
year) as you suggest.


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From: Bald Eagle
Subject: Re: Wood program but still develop
Date: 23 Aug 2022 06:55:00
Message: <web.6304b1885b6ed241f9dae3025979125@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > "And" <49341109@ntnu.edu.tw> wrote:
> >
> > I didn't read this paper (yet), but it just showed up in my email inbox.
> > Maybe it will inspire some ideas, serve as an entry to other similar research
> > papers, and be of some practical use in developing your challenging project.
> >
> > (I hadn't thought of using L-systems!)
> >
> > -BW
> >
> >
>
>
> Oh, ... I wouldn't like to make any detailed tree trunk "3D Model"(that is
> another
> challenge), I just generate a (3D)texture. I implement my texture in POV-Ray,
> outputting "pigment {...}" as its final form.

Naturally.  The wood pigment patterns we've almost all been using for the past
30 years are just a bunch of concentric cylindrical rings.   Seems to work well
enough for most purposes.
To add a bit of realism by simulating the cross-section of those 3D branches,
the black hole warp can be used, and that's what I was thinking when I suggested
looking this over - not copying the paper's method verbatim.

So rather than create a whole 3D tree and then slice it (which would necessarily
limit the pattern to the locus of the individually modeled tree), I was thinking
that you could assemble a pattern of black hole warps using an L-system in code,
which would then be used to define the pigment {}.

I my mind, this would be very much like the way Tor Olav Kristensen uses a macro
to assemble the terms of a long Bernstein polynomial function.

jr has also done a lot of development using the method of including the parsed
text of temporary files to assemble complex data/code structures, as well as
some pretty complex data "trees" - which might serve as inspiration to you or
others for generating complex pigment pattern definitions.

TdG may have code of a similar nature in his vast archive, or have other ideas
of his own about how to approach the branch/knot aspect of the wood pattern.


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From: Thomas de Groot
Subject: Re: Wood program but still develop
Date: 24 Aug 2022 02:49:54
Message: <6305ca12$1@news.povray.org>
Op 23/08/2022 om 12:52 schreef Bald Eagle:
> TdG may have code of a similar nature in his vast archive, or have other ideas
> of his own about how to approach the branch/knot aspect of the wood pattern.
> 

Not really. The best I can come up with is isowood by Christoph Hormann

http://www.imagico.de/iso_wood_en.php

Dan Hentschel and Nicolas Rougier did a couple of wood textures some 15 
years ago, Nicolas using black hole warps.

Warp has some interesting things to say, about wood, incidentally

http://warp.povusers.org/povtips/


-- 
Thomas


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From: And
Subject: Re: Wood program but still develop
Date: 26 Aug 2022 02:35:00
Message: <web.6308694a5b6ed2416f25abcaa81652d@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> >
> > Oh, ... I wouldn't like to make any detailed tree trunk "3D Model"(that is
> > another
> > challenge), I just generate a (3D)texture. I implement my texture in POV-Ray,
> > outputting "pigment {...}" as its final form.
>
> Naturally.  The wood pigment patterns we've almost all been using for the past
> 30 years are just a bunch of concentric cylindrical rings.   Seems to work well
> enough for most purposes.
> To add a bit of realism by simulating the cross-section of those 3D branches,
> the black hole warp can be used, and that's what I was thinking when I suggested
> looking this over - not copying the paper's method verbatim.
>
> So rather than create a whole 3D tree and then slice it (which would necessarily
> limit the pattern to the locus of the individually modeled tree), I was thinking
> that you could assemble a pattern of black hole warps using an L-system in code,
> which would then be used to define the pigment {}.

I just notice "black hole warps" this time. It seems it is a 'spherical'
distortion around a sphere-center?

However, I can make more natural knot shape by myself. I use function as pigment
input, it is more flexible than the built-in pigment-warp of POV-Ray. I still
need several months to integrate it with my GUI java program. But I will
investigate this feature(black_hole warp) for it being a convenient effect.


>
> I my mind, this would be very much like the way Tor Olav Kristensen uses a macro
> to assemble the terms of a long Bernstein polynomial function.
>

'Bernstein polynomial function' looks like some special function I know, but I
don't know this one.


> jr has also done a lot of development using the method of including the parsed
> text of temporary files to assemble complex data/code structures, as well as
> some pretty complex data "trees" - which might serve as inspiration to you or
> others for generating complex pigment pattern definitions.

Oh, jr had e-mail me and told me something, thereby I fix the 'locale' problem
of number quickly last time.


>
> TdG may have code of a similar nature in his vast archive, or have other ideas
> of his own about how to approach the branch/knot aspect of the wood pattern.


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From: And
Subject: Re: Wood program but still develop
Date: 26 Aug 2022 02:50:00
Message: <web.63086be05b6ed2416f25abcaa81652d@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 23/08/2022 om 12:52 schreef Bald Eagle:
> > TdG may have code of a similar nature in his vast archive, or have other ideas
> > of his own about how to approach the branch/knot aspect of the wood pattern.
> >
>
> Not really. The best I can come up with is isowood by Christoph Hormann
>
> http://www.imagico.de/iso_wood_en.php
>
> Dan Hentschel and Nicolas Rougier did a couple of wood textures some 15
> years ago, Nicolas using black hole warps.
>
> Warp has some interesting things to say, about wood, incidentally
>
> http://warp.povusers.org/povtips/
>
>
> --
> Thomas

I visited Christoph Hormann's site long time ago. I have clear impression of it
by the natural wood appearance and color.
I know it use 'isosurface', not simple texture.


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