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"ABX" <abx### [at] abxartpl> wrote in message
news:rkunqu4ivtu7928rrf12ti4jo7jn8u86r6@4ax.com...
> My answer is not real answer but ... there is a macro in rand.inc include file
> in standard distribution called VRand_On_Sphere.
>
Ah, many thanks.....
Eep - I thought it might give me a clue, but I can't understand it at all. I
could rewrite some stuff to allow me to use it in this particular instance, but
that won't be as much fun as actually learning something....
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I'm not sure if its overkill, depends on what
you're trying to achieve. Still, the macro is very
easy to handle and needs to be run only once,
the data is then saved and can be loaded with
my I/O-Macros (which are available on my website).
But it depends on the amount of objects you're trying
to spread, as always with algorithms pending on amount...
Regards,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
>
> Probably overkill in this case ("electrostatic repulsion algorithm"?
Yoiks!) -
> I've got some close approximations working (well, good enough for gov.
work).,
> but many thanks for the offer.
>
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"Tim Nikias" <tim### [at] gmxde> wrote in message
news:3dac02a1$1@news.povray.org...
> I'm not sure if its overkill, depends on what
> you're trying to achieve. Still, the macro is very
Branch coral (well, distributing the coral) - I've posted an image to
binaries.images
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Maybe this one from Mike Andrews last year might make some sense. Sure is
confusing to me though.
news://povray.org/3B97457B.26C14AE4@reading.ac.uk
That randomly distributed point macro ABX brought up, VRand_On_Sphere() is
of course 'random', and looking at that now I don't know how to go about
derandomizing it. Trying to here and I get nonuniform distribution and
nothing better.
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"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3dabf5ef$1@news.povray.org...
Hmm, this seems to work for a hemisphere (which is all I need - although I'm
going to try and figure out how to make it work with any specified max angle).
// okay where MZRot = 90
#local ZRot = pow(rand(Rand1),0.5) * MZRot;
#local YRot = rand(Rand1) * MYRot;
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"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3dac1e3c@news.povray.org...
>
> Hmm, this seems to work for a hemisphere (which is all I need - although I'm
> going to try and figure out how to make it work with any specified max angle).
>
> // okay where MZRot = 90
> #local ZRot = pow(rand(Rand1),0.5) * MZRot;
> #local YRot = rand(Rand1) * MYRot;
>
and this (rather kludgy) approach seems to work for a specified MZRot:
#local ZRot = pow(rand(Rand1),0.5) * 90;
#local YRot = MYRot*rand(Rand1);
#if(rand(Rand1)<0.5)
#local ZRot = 180 - ZRot;
#end
#if(ZRot <= MZRot)
.... position coral
..... increment counter
#end
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There was a discussion, on p.a-u I think, around a year ago re even
distribution of stars. Original poster also had your problem.
Alf
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"Alf Peake" <alf### [at] peake42freeservecouk> wrote in message
news:3dac2984@news.povray.org...
> There was a discussion, on p.a-u I think, around a year ago re even
> distribution of stars. Original poster also had your problem.
>
Yeh - I vaguely remember (or another discussion on the same topic). A starfield
is an obvious candidate for running up against this issue.
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In article <3dac2bf2$1@news.povray.org>,
"Tom Melly" <tom### [at] tomandlucouk> wrote:
> Yeh - I vaguely remember (or another discussion on the same topic). A
> starfield is an obvious candidate for running up against this issue.
But...stars aren't evenly distributed. A random distribution would be
closer to reality.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Christopher James Huff wrote:
> But...stars aren't evenly distributed. A random distribution would be
> closer to reality.
An actual distribution of a few thousand would be even closer. Hasn't
this already been covered in this group? ;)
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
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