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Tim Nikias <tim### [at] gmxde> wrote in message
news:3d6c5867$1@news.povray.org...
> Are you referring to the method described in Christoph's
> link on the bottom "Uniform Distribution - Hypercube rejection
> method"?
No, something much simpler. I am talking about taking a cube and inflating
it into a sphere. I found this pic on google:
http://www.truegrid.com/sphere.100.jpg .
Of course this doesn't give you as much freedom over how many points you
want, but it has other advantages. I had a macro which split up a sphere
three different ways, but I guess I killed it, because I cannot find it.
>
> Also, texturing the hairs shouldn't be too difficult anyways,
> I can always use the base-position for calculations,
> can't I?
>
I am guessing that by "base-position" you mean the location of the hair
before or after it is wrapped around the sphere. If this is the case, then
the pigment will have to be placed in a 2D pattern which will represent the
sphere "unwrapped." With the inflated cube method, this 2D representation
can be a simple 't' shape if you don't mind just a little distortion. This
method will also return a point set much faster than any other I can think
of.
-Shay
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> I am guessing that by "base-position" you mean the location of the hair
> before or after it is wrapped around the sphere. If this is the case, then
...snip...
Nope, I meant the actual position on the sphere.
As for speed, that might be true, but look at Christoph's link, that first
algorithm looks very promising to me...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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"Tim Nikias" <tim### [at] gmxde> wrote in message
news:3d6d55df$1@news.povray.org...
>
> Nope, I meant the actual position on the sphere.
Still, you need to map which pigment to apply for any given position on the
sphere.
>
> As for speed, that might be true, but look at Christoph's link, that first
> algorithm looks very promising to me...
>
Looks very cool, but I wouldn't want to wait for over about 500 hairs. It
might take several days to parse.
-Shay
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If I get to it, I'll script the algorithm today, then I'll
tell you, how long it does take...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
> Looks very cool, but I wouldn't want to wait for over about 500 hairs. It
> might take several days to parse.
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Tim Nikias <tim### [at] gmxde> wrote in message
news:3d6daa1a$1@news.povray.org...
> If I get to it, I'll script the algorithm today, then I'll
> tell you, how long it does take...
>
Considering 10K hairs would require literally BILLIONS of operations, we may
have to wait more than one day for your response!!<g> The code will be very
useful for other things, however.
-Shay
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So. Code cooked.
Well. Hm. You were right.
*crunching on a woodstick*
Takes ages for decent amounts of nodes.
Makes interesting animations though!
*sigh*
Well. I'll be trying some other algorithms
(hypercube to begin with something that'll
work FAST).
By the way... What could the code be used for?
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
> Considering 10K hairs would require literally BILLIONS of operations, we
may
> have to wait more than one day for your response!!<g> The code will be
very
> useful for other things, however.
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Tim Nikias <tim### [at] gmxde> wrote in message
news:3d6e8427@news.povray.org...
>
> By the way... What could the code be used for?
>
Gerbera seed clusters for a close-up?
-Shay
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Didn't I use fibonacchi for that already?
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
>
> Gerbera seed clusters for a close-up?
>
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