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26 Nov 2024 11:15:28 EST (-0500)
  cracking a sphere (Message 1 to 9 of 9)  
From: Anthony D  Baye
Subject: cracking a sphere
Date: 17 Nov 2010 05:30:00
Message: <web.4ce3adf9624112d9507e8a090@news.povray.org>
I'm looking for a way to produce a sphere with deep cracks in it, like a broken
marble, or say a moon that got hit hard by something big...?

Any help would be appreciated.

A.D.B.


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From: kike
Subject: Re: cracking a sphere
Date: 17 Nov 2010 07:15:00
Message: <web.4ce3c6e9a070b6d7519bbb570@news.povray.org>
You can do that with textures but I would recomend to model the whole thing and
then complete the job with a good texture. Try with Wings3D.

"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> I'm looking for a way to produce a sphere with deep cracks in it, like a broken
> marble, or say a moon that got hit hard by something big...?
>
> Any help would be appreciated.
>
> A.D.B.


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From: Anthony D  Baye
Subject: Re: cracking a sphere
Date: 17 Nov 2010 11:50:01
Message: <web.4ce406aea070b6d7d7f39bd00@news.povray.org>
"kike" <dry### [at] hotmailcom> wrote:
> You can do that with textures but I would recomend to model the whole thing and
> then complete the job with a good texture. Try with Wings3D.
>
> "Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> > I'm looking for a way to produce a sphere with deep cracks in it, like a broken
> > marble, or say a moon that got hit hard by something big...?
> >
> > Any help would be appreciated.
> >
> > A.D.B.

I'm not entirely certain I know what you mean by "Model the whole thing"... but
I don't have Wings3D, and I really don't use anything but POV.  I've tried
creating the object as an Isosurface with cracks made using a crackle pattern,
but the cracks propagate straight through along an axis, rather than down from
the surface.

I think that what I need is a high-definition height map, with the crack drawn
in.  Something that I can wrap around a sphere...

At least that way, I'll be able to handle impact craters at the same time.

A.D.B.


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From: kike
Subject: Re: cracking a sphere
Date: 17 Nov 2010 14:40:01
Message: <web.4ce42f34a070b6d7519bbb570@news.povray.org>
> I'm not entirely certain I know what you mean by "Model the whole thing"

I mean to model/sculpt the cracked sphere

> I don't have Wings3D, and I really don't use anything but POV.

Wings3D is a free subdivision modeler very easy to use and tuned to export
models to povray as meshes.
http://www.wings3d.com/

> I've tried creating the object as an Isosurface with cracks made using a crackle
pattern,
> but the cracks propagate straight through along an axis, rather than down from
> the surface.

this way you can do exactly the object you want and then export it to Pov


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From: Christian Froeschlin
Subject: Re: cracking a sphere
Date: 17 Nov 2010 18:26:10
Message: <4ce46492@news.povray.org>
Anthony D. Baye wrote:

> I think that what I need is a high-definition height map, with the crack drawn
> in.  Something that I can wrap around a sphere...

you can also wrap a crackle pattern around a sphere
using a spherical warp {}. Then the corresponding pigment
function should be suitable for use in the iso_surface by
subtracting it from the base sphere.


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From: Anthony D  Baye
Subject: Re: cracking a sphere
Date: 18 Nov 2010 03:45:01
Message: <web.4ce4e74da070b6d7507e8a090@news.povray.org>
Christian Froeschlin <chr### [at] chrfrde> wrote:
> Anthony D. Baye wrote:
>
> > I think that what I need is a high-definition height map, with the crack drawn
> > in.  Something that I can wrap around a sphere...
>
> you can also wrap a crackle pattern around a sphere
> using a spherical warp {}. Then the corresponding pigment
> function should be suitable for use in the iso_surface by
> subtracting it from the base sphere.

That didn't really work too well, and I tried several variations...

I have to say, I'm rather unimpressed with Wings3d, the controls seem rather
cryptic.  I'm not a PoV purist, but I feel all thumbs with modelers...

The more I think about it, the more I feel a height map might be the way to go,
but I have no idea of how to create a height map suitable for a spherical
mapping.

Regards,

A.D.B.


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From: Jim Holsenback
Subject: Re: cracking a sphere
Date: 18 Nov 2010 07:13:02
Message: <4ce5184e$1@news.povray.org>
On 11/18/2010 04:43 AM, Anthony D. Baye wrote:
> The more I think about it, the more I feel a height map might be the way to go,
> but I have no idea of how to create a height map suitable for a spherical
> mapping.

http://wiki.povray.org/content/Documentation:Reference_Section_7.3#The_HF_Macros


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From: Christian Froeschlin
Subject: Re: cracking a sphere
Date: 18 Nov 2010 15:33:28
Message: <4ce58d98@news.povray.org>
Anthony D. Baye wrote:

> That didn't really work too well, and I tried several variations...

That depends of course on what you want to achieve.

I just gave it a try and came up with the following image:

http://news.povray.org/povray.binaries.images/thread/%3C4ce58bc6%40news.povray.org%3E/

The isosurface definition is given by the code snippet below:


#declare P_WARPED_CRACKLE = pigment
{
   crackle turbulence 0.3 scale 0.04
   warp {spherical dist_exp 0}
   color_map
   {
     [0.00 color rgb 0.00]
     [0.06 color rgb 0.85]
     [0.30 color rgb 0.95]
   }
}

#declare f_warped_crackle = function
{
   pigment {P_WARPED_CRACKLE}
}

#declare f_valleys = function(x,y,z)
{
f_warped_crackle(x/(f_sphere(x,y,z,1)+1),y/(f_sphere(x,y,z,1)+1),z/(f_sphere(x,y,z,1)+1)).red
}

#declare f_implicit = function (x,y,z)
{
   f_sphere(x,y,z,1.8+0.2*f_valleys(x,y,z))
}

isosurface
{
   function { f_implicit(x,y,z) }
   contained_by { box { -2,2  } }
   accuracy 0.001
   max_gradient 10
}


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From: Christian Froeschlin
Subject: Re: cracking a sphere
Date: 18 Nov 2010 15:38:29
Message: <4ce58ec5@news.povray.org>
I forgot to mention the snippet uses f_sphere() so
it requires an #include "functions.inc"


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