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From: Christopher James Huff
Subject: Re: Spherical blob components render faster
Date: 3 Nov 2002 09:30:42
Message: <3dc53312$1@news.povray.org>
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"Peter Popov" <pet### [at] vipbg> wrote in message
news:4c0asug9885shf979rnrq15pmtksuj117g@4ax.com...
> It's not two caps and a cylinder, actually. It's just that the
> distance function used computes the distance to a segment, 's all.
I know the mathmatical definition of the function, but if I'm reading the
code correctly, it *is* a cylinder section and two hemispheres as far as the
intersection code is concerned, and that's what it looks like to someone who
doesn't know the math.
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> > It's just that the
> > distance function used computes the distance to a segment, 's all.
>
> it *is* a cylinder section and two hemispheres as far as the
> intersection code is concerned
The two are mathematically equivalent anyway. I couldn't think of any way of
calculating the former without using the latter.
- Slime
[ http://www.slimeland.com/ ]
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From: Christopher James Huff
Subject: Re: Spherical blob components render faster
Date: 3 Nov 2002 11:39:40
Message: <3dc5514c$1@news.povray.org>
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"Slime" <slm### [at] slimelandcom> wrote in message
news:3dc550bd$1@news.povray.org...
> The two are mathematically equivalent anyway. I couldn't think of any way
of
> calculating the former without using the latter.
Right, it's the method I used for the cylinder component of my new blob
pattern patch. I don't see any other way to do it.
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I had figured out long ago that it was distance to a line segment. It is
just wacky that there's a 10x difference. I'm creating a smooth blobman jaw
with 30+ blob components and was shocked. at the render difference.
"Christopher James Huff" <cja### [at] earthlinknet> wrote in message
news:3dc53312$1@news.povray.org...
>
> I know the mathmatical definition of the function, but if I'm reading the
> code correctly, it *is* a cylinder section and two hemispheres as far as
the
> intersection code is concerned, and that's what it looks like to someone
who
> doesn't know the math.
>
>
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Greg M. Johnson <gregj:-)56590@ao:-)l.com> wrote:
> I had figured out long ago that it was distance to a line segment. It is
> just wacky that there's a 10x difference. I'm creating a smooth blobman jaw
> with 30+ blob components and was shocked. at the render difference.
Well, if you think about it: What is the function which returns the
distance to a point? And the function which returns the distance to a
line segment (which is a bit more complicated than the distance to a line)?
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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