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Can anybody give ideas for a process which would simulate flocking?
Something like you might use on a diorama.
Regards,
A.D.B.
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On 7/2/2016 12:10 AM, Anthony D. Baye wrote:
> Can anybody give ideas for a process which would simulate flocking?
>
> Something like you might use on a diorama.
>
A couple of years ago. Greg M. Johnson posted a couple of animations
using a boids algorithm for making flocking particles. There are a
couple of examples here.
http://www.reocities.com/pterandon/boids.html
I said a couple of years ago. The date on the website is 2000.
--
Regards
Stephen
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Stephen <mca### [at] aolcom> wrote:
> On 7/2/2016 12:10 AM, Anthony D. Baye wrote:
> > Can anybody give ideas for a process which would simulate flocking?
> >
> > Something like you might use on a diorama.
> >
>
> A couple of years ago. Greg M. Johnson posted a couple of animations
> using a boids algorithm for making flocking particles. There are a
> couple of examples here.
>
> http://www.reocities.com/pterandon/boids.html
>
Thanks, I'll take a look.
> I said a couple of years ago. The date on the website is 2000.
>
Sometimes it's hard to believe I've been on this forum for 13 years...
And then I start to believe it, and I get depressed.
Regards,
A.D.B.
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"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> Stephen <mca### [at] aolcom> wrote:
> > On 7/2/2016 12:10 AM, Anthony D. Baye wrote:
> > > Can anybody give ideas for a process which would simulate flocking?
> > >
> > > Something like you might use on a diorama.
> > >
> >
> > A couple of years ago. Greg M. Johnson posted a couple of animations
> > using a boids algorithm for making flocking particles. There are a
> > couple of examples here.
> >
> > http://www.reocities.com/pterandon/boids.html
> >
>
> Thanks, I'll take a look.
>
> > I said a couple of years ago. The date on the website is 2000.
> >
> Sometimes it's hard to believe I've been on this forum for 13 years...
>
> And then I start to believe it, and I get depressed.
>
> Regards,
> A.D.B.
On closer inspection, I think this is the wrong kind of Flocking. I'm looking
for a flocking texture technique.
Regards,
A.D.B.
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On 2-7-2016 7:10, Anthony D. Baye wrote:
> "Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
>> Stephen <mca### [at] aolcom> wrote:
>>> On 7/2/2016 12:10 AM, Anthony D. Baye wrote:
>>>> Can anybody give ideas for a process which would simulate flocking?
>>>>
Not the same but maybe on-the-way-to. Would starting with a damascene
texture help? That can be done with a pigment_pattern. An example of use
(without the image_maps used):
#declare PR_DIFFUSE=p_map17; //a patterned image_map
#declare F1=
finish {
specular 0.2431373
roughness 0.00286312
diffuse 0.6
reflection{0 } conserve_energy
}
#declare F2=
finish {
specular 0
roughness 0.00286312
diffuse 0.6
reflection{0 } conserve_energy
}
#declare Damask_Red_1_=
material {
texture {
uv_mapping
pigment_pattern {p_map18} //the same image_map but reduced to grey
tones
texture_map {
[0 pigment {PR_DIFFUSE}
finish {F2}
]
[1 pigment{PR_DIFFUSE}
finish {F1}
]
}
}
}
--
Thomas
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On 7/2/2016 6:10 AM, Anthony D. Baye wrote:
> On closer inspection, I think this is the wrong kind of Flocking. I'm looking
> for a flocking texture technique.
Well it was quite early in the morning for me.
Do you remember Rune's Fur texture from about the same time?
Last entry on the page.
--
Regards
Stephen
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On 7/2/2016 8:09 AM, Thomas de Groot wrote:
> damascene texture
Not often you slip up with your English.
Damask. :-P
I wonder if your texture can be combined with Rune's Fur Texture.
--
Regards
Stephen
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On 2-7-2016 11:40, Stephen wrote:
> On 7/2/2016 8:09 AM, Thomas de Groot wrote:
>> damascene texture
>
> Not often you slip up with your English.
> Damask. :-P
It is confusing. Damask is certainly right, but damascene is also used
in this context. See: https://en.wikipedia.org/wiki/Damascening and
especially 'Damascene in Toledo, Spain'.
>
> I wonder if your texture can be combined with Rune's Fur Texture.
>
I should revisit Rune's texture to be sure, but I suppose it should be
possible one way or another. I was thinking in the line of a contrast of
strong and weak (micro-) normals controlled by the pigment_pattern.
--
Thomas
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On 7/2/2016 12:15 PM, Thomas de Groot wrote:
> On 2-7-2016 11:40, Stephen wrote:
>> On 7/2/2016 8:09 AM, Thomas de Groot wrote:
>>> damascene texture
>>
>> Not often you slip up with your English.
>> Damask. :-P
>
> It is confusing. Damask is certainly right, but damascene is also used
> in this context. See: https://en.wikipedia.org/wiki/Damascening and
> especially 'Damascene in Toledo, Spain'.
>
True, true and true. But for cloth... ;)
My first thought on damascene is related to, "on the road to Damascus"
Checking up on my memory. I found the meaning of "damask cheek" as used
by Shakespeare. Rosy cheeked.
>>
>> I wonder if your texture can be combined with Rune's Fur Texture.
>>
>
> I should revisit Rune's texture to be sure, but I suppose it should be
> possible one way or another. I was thinking in the line of a contrast of
> strong and weak (micro-) normals controlled by the pigment_pattern.
>
I like Rune's macro (attached). It is simple. :)
I took a look at your code but since Bishop3d does not support
pigment_pattern. I tied myself in knots with the syntax in Ver 3·62.
I'll try again when I am not doing six things at the same time. Soon
come. :)
--
Regards
Stephen
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Attachments:
Download 'furtex.zip' (1 KB)
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On 2-7-2016 16:11, Stephen wrote:
> On 7/2/2016 12:15 PM, Thomas de Groot wrote:
>> On 2-7-2016 11:40, Stephen wrote:
>>> On 7/2/2016 8:09 AM, Thomas de Groot wrote:
>>>> damascene texture
>>>
>>> Not often you slip up with your English.
>>> Damask. :-P
>>
>> It is confusing. Damask is certainly right, but damascene is also used
>> in this context. See: https://en.wikipedia.org/wiki/Damascening and
>> especially 'Damascene in Toledo, Spain'.
>>
>
> True, true and true. But for cloth... ;)
> My first thought on damascene is related to, "on the road to Damascus"
> Checking up on my memory. I found the meaning of "damask cheek" as used
> by Shakespeare. Rosy cheeked.
You are absolutely right of course. 'Damask' should be used for cloth,
damascene for inlay work, but do we know what Anthony intends to do? ;-)
>
>>>
>>> I wonder if your texture can be combined with Rune's Fur Texture.
>>>
>>
>> I should revisit Rune's texture to be sure, but I suppose it should be
>> possible one way or another. I was thinking in the line of a contrast of
>> strong and weak (micro-) normals controlled by the pigment_pattern.
>>
>
> I like Rune's macro (attached). It is simple. :)
>
> I took a look at your code but since Bishop3d does not support
> pigment_pattern. I tied myself in knots with the syntax in Ver 3·62.
> I'll try again when I am not doing six things at the same time. Soon
> come. :)
>
I am busy with something else now but I shall want to have a try too.
--
Thomas
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