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I have just go another idea. To make a volcano is rather easy, but if it
is rotated (<-90,0,0>) it should give a nice cave. Of course it can't go
down again, but works if this feature isn't needed.
Alex
Steven Jones wrote:
>
> Does anyone know how to make an overhang on a height field?
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'matrix' used to shear it might do if you can get the right matrix maybe
(I have no skill in them myself whatsoever). Or possibly (and better
yet) multiple instances of the same HF scaled/translated/rotated by some
amount to offset from a "base" HF. Something like:
union {
object {Your_Base_HF} // same as the one below, only no 'water_level'
(could have tho)
#declare C=1
#while (C<10)
object {
Your_Added_HFs //with a large enough 'water_level' to remove the
base.
scale C/5 //goes to 2 times larger than original
rotate C*3*y //rotates to 30 degrees on y axis
translate <C/10,C/10,0> //move a total of 1 unit along x & y axes
}
#declare C=C+1 //ten HFs
#end
} //union
This is just my quick answer typed out here so you'll need to write your
own.
Steven Jones wrote:
>
> Does anyone know how to make an overhang on a height field?
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
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Well, I was leaving it open for other people more experienced (and as you
can see they've all jumped in like I expected them to).
But: Meshes, Bicubic Patches, Some use of Isosurface (would require the
patch though), Shearing and warping of a normal height field with a matrix
(although I don't know enough about them any more), convert a height field
to a mesh and edit it externally, combine height fields in such a way that
you could have an inverse height field on top to make the overhangs...
OK, that's all I can think of right now.
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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Lance Birch wrote:
>
> Well, I was leaving it open for other people more experienced (and as you
> can see they've all jumped in like I expected them to).
>
> But: Meshes, Bicubic Patches, Some use of Isosurface (would require the
> patch though), Shearing and warping of a normal height field with a matrix
> (although I don't know enough about them any more), convert a height field
> to a mesh and edit it externally, combine height fields in such a way that
> you could have an inverse height field on top to make the overhangs...
>
> OK, that's all I can think of right now.
>
> --
> Lance.
>
> ---
> For the latest 3D Studio MAX plug-ins, images and much more, go to:
> The Zone - http://come.to/the.zone
An idea for a new utility. A height field generator that uses bicubic
patches. After the initial shape is established you can take the patch
object into a program like spatch and make final adjustments to your
surface topography such as flattening areas for road beds, pulling out
cliffs, etc.
No I am not volunteering to write such a montser either. It was a fleeting
thought that got the better of me.
--
Ken Tyler
mailto://tylereng@pacbell.net
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I've already written a converted...but it isn't perfect. I'd have to
figure out the sPatch format however. Also due to the limitations of
BPatches (ie 4x4) you lose some data in the conversion unless you want
massive numbers of patches.
Steve
Ken wrote:
>
> Lance Birch wrote:
> >
> > Well, I was leaving it open for other people more experienced (and as you
> > can see they've all jumped in like I expected them to).
> >
> > But: Meshes, Bicubic Patches, Some use of Isosurface (would require the
> > patch though), Shearing and warping of a normal height field with a matrix
> > (although I don't know enough about them any more), convert a height field
> > to a mesh and edit it externally, combine height fields in such a way that
> > you could have an inverse height field on top to make the overhangs...
> >
> > OK, that's all I can think of right now.
> >
> > --
> > Lance.
> >
> > ---
> > For the latest 3D Studio MAX plug-ins, images and much more, go to:
> > The Zone - http://come.to/the.zone
>
> An idea for a new utility. A height field generator that uses bicubic
> patches. After the initial shape is established you can take the patch
> object into a program like spatch and make final adjustments to your
> surface topography such as flattening areas for road beds, pulling out
> cliffs, etc.
>
> No I am not volunteering to write such a montser either. It was a fleeting
> thought that got the better of me.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
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Stephen Lavedas wrote:
>
> I've already written a converted...but it isn't perfect. I'd have to
> figure out the sPatch format however. Also due to the limitations of
> BPatches (ie 4x4) you lose some data in the conversion unless you want
> massive numbers of patches.
>
> Steve
It does sound interesting none the less. I take it from the tone of your
message that it currently is not for the inexperienced Pov user, is best
used by the programs developer and the more adventurous, seasoned, Povray
veterans.
--
Ken Tyler
mailto://tylereng@pacbell.net
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In reality I'm pretty sure it is best used by me...it is just some C++
code that CAN under a few tweaks do what you ask. I would be willing to
work on it, but I'm going to need to bite the bullet and actually start
reading TGA files. I realize it isn't actually too difficult, I just
have to do it...Converting to OCT and then running the program isn't
really a valid option. (If you'll recall my cylidrical and spherical
height field mapping util converted them to bpatches first. BTW, there
is an example of a flat height field out of patches on my Web site at
http://www.people.Virginia.EDU/~swl7m/Images/BPatchfield.jpg
The patches aren't joined correctly (so as to reduce the lines you can
see) but it is a proof of concept. Let me write a new util and see how
it turns out. In all probability it will be a DOS command line utility.
Steve
(It will be in C++ so it should be REASONABLY portable...I may even make
a linux compile)
Ken wrote:
>
> Stephen Lavedas wrote:
> >
> > I've already written a converted...but it isn't perfect. I'd have to
> > figure out the sPatch format however. Also due to the limitations of
> > BPatches (ie 4x4) you lose some data in the conversion unless you want
> > massive numbers of patches.
> >
> > Steve
>
> It does sound interesting none the less. I take it from the tone of your
> message that it currently is not for the inexperienced Pov user, is best
> used by the programs developer and the more adventurous, seasoned, Povray
> veterans.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
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Or by the maniacs who just want to try and see what the results will be :-)
(yes, pick it apart.....)
Ken wrote:
>
> Stephen Lavedas wrote:
> >
> > I've already written a converted...but it isn't perfect. I'd have to
> > figure out the sPatch format however. Also due to the limitations of
> > BPatches (ie 4x4) you lose some data in the conversion unless you want
> > massive numbers of patches.
> >
> > Steve
>
> It does sound interesting none the less. I take it from the tone of your
> message that it currently is not for the inexperienced Pov user, is best
> used by the programs developer and the more adventurous, seasoned, Povray
> veterans.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
--
//Spider
[ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
"Marian"
By: "Sisters Of Mercy"
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Oh GOD no...no one who can actually READ my code will ever see it...it
is UUUUUUUUUUGGGGLLLY!
Steve
Spider wrote:
>
> Or by the maniacs who just want to try and see what the results will be :-)
> (yes, pick it apart.....)
>
> Ken wrote:
> >
> > Stephen Lavedas wrote:
> > >
> > > I've already written a converted...but it isn't perfect. I'd have to
> > > figure out the sPatch format however. Also due to the limitations of
> > > BPatches (ie 4x4) you lose some data in the conversion unless you want
> > > massive numbers of patches.
> > >
> > > Steve
> >
> > It does sound interesting none the less. I take it from the tone of your
> > message that it currently is not for the inexperienced Pov user, is best
> > used by the programs developer and the more adventurous, seasoned, Povray
> > veterans.
> >
> > --
> > Ken Tyler
> >
> > mailto://tylereng@pacbell.net
>
> --
> //Spider
> [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
> What I can do and what I could do, I just don't know anymore
> "Marian"
> By: "Sisters Of Mercy"
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Hehehe, I can guess, I'm a coder :-))
Actually, take a peek at :
http://www.bahnhof.se/~spider/
--> The Archive
--> --> Snow
This is an example of code differences..
compare the originnal to the one I rewrote :-)
(Hmm, the original might be called obfuscated KenCode or somethings)
Stephen Lavedas wrote:
>
> Oh GOD no...no one who can actually READ my code will ever see it...it
> is UUUUUUUUUUGGGGLLLY!
>
> Steve
>
> Spider wrote:
> >
> > Or by the maniacs who just want to try and see what the results will be :-)
> > (yes, pick it apart.....)
> >
> > Ken wrote:
> > >
> > > Stephen Lavedas wrote:
> > > >
> > > > I've already written a converted...but it isn't perfect. I'd have to
> > > > figure out the sPatch format however. Also due to the limitations of
> > > > BPatches (ie 4x4) you lose some data in the conversion unless you want
> > > > massive numbers of patches.
> > > >
> > > > Steve
> > >
> > > It does sound interesting none the less. I take it from the tone of your
> > > message that it currently is not for the inexperienced Pov user, is best
> > > used by the programs developer and the more adventurous, seasoned, Povray
> > > veterans.
> > >
> > > --
> > > Ken Tyler
> > >
> > > mailto://tylereng@pacbell.net
> >
> > --
> > //Spider
> > [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
> > What I can do and what I could do, I just don't know anymore
> > "Marian"
> > By: "Sisters Of Mercy"
--
//Spider
[ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
"Marian"
By: "Sisters Of Mercy"
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