POV-Ray : Newsgroups : povray.newusers : Wave type Server Time
4 May 2024 09:13:28 EDT (-0400)
  Wave type (Message 1 to 6 of 6)  
From: kurtz le pirate
Subject: Wave type
Date: 8 Nov 2023 04:16:22
Message: <654b51e6$1@news.povray.org>
Hello

Is it possible to customize "wave_form" in color patterns ?
Thanks



-- 
Kurtz le pirate
Compagnie de la Banquise


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From: Bald Eagle
Subject: Re: Wave type
Date: 8 Nov 2023 07:00:00
Message: <web.654b77ffe2639fbb1f9dae3025979125@news.povray.org>
kurtz le pirate <kur### [at] gmailcom> wrote:
> Hello
>
> Is it possible to customize "wave_form" in color patterns ?
> Thanks


Well, ... yes, but as far as I know, you can only do it in the TOK / Bald Eagle
over-complicated "write the whole thing yourself from scratch" method.

You know that you can use a function to define a pigment pattern,
pigment {function {}}
and that you can have POV-Ray convert any inbuilt pigment pattern into a
function.
function {pigment {}}

So what you do, is you take your pattern, convert it into a function, and then
use a user-defined function to modulate that 0-1 range according to the
wave_type that you implement in your function.

#declare f_Pattern = function {pigment {}}
#declare f_Wave = function {my_wave_type}
#declare WavePattern = function {f_Pattern * f_Wave}

Then you make a texture using the "average" pattern, and use the product of your
pattern function and wave function to control the rgbft values in the average
texture.

 #declare WaveModifiedPigment =
  texture {
   pigment {
          average
          pigment_map {
              [
                  function { WavePattern (x, y, z).red }
                  color_map {
                      [ 0 red 0 ]
                      [ 1 red 5 ]
                  }
          ... etc
                 }

Depending upon your exact needs, you _might_ need to create a special cumulative
distribution function (cdf) using a spline, and then employ importance sampling
by writing a probability density function (pdf) to return your color_map value
from the cdf for any given pattern value.  And THAt will be your actual f_Wave
function that you use in the average texture.

Hope that "helps".

- Bill


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From: kurtz le pirate
Subject: Re: Wave type
Date: 8 Nov 2023 10:27:30
Message: <654ba8e2$1@news.povray.org>
On 08/11/2023 12:58, Bald Eagle wrote:
> kurtz le pirate <kur### [at] gmailcom> wrote:
>> Hello
>>
>> Is it possible to customize "wave_form" in color patterns ?
>> Thanks
> 
> 
> Well, ... yes, but as far as I know, you can only do it in the TOK / Bald Eagle
> over-complicated "write the whole thing yourself from scratch" method.
> 
> You know that you can use a function to define a pigment pattern,
> pigment {function {}}
> and that you can have POV-Ray convert any inbuilt pigment pattern into a
> function.
> function {pigment {}}
> 
> So what you do, is you take your pattern, convert it into a function, and then
> use a user-defined function to modulate that 0-1 range according to the
> wave_type that you implement in your function.
> 
> #declare f_Pattern = function {pigment {}}
> #declare f_Wave = function {my_wave_type}
> #declare WavePattern = function {f_Pattern * f_Wave}
> 
> Then you make a texture using the "average" pattern, and use the product of your
> pattern function and wave function to control the rgbft values in the average
> texture.
> 
>  #declare WaveModifiedPigment =
>   texture {
>    pigment {
>           average
>           pigment_map {
>               [
>                   function { WavePattern (x, y, z).red }
>                   color_map {
>                       [ 0 red 0 ]
>                       [ 1 red 5 ]
>                   }
>           ... etc
>                  }
> 
> Depending upon your exact needs, you _might_ need to create a special cumulative
> distribution function (cdf) using a spline, and then employ importance sampling
> by writing a probability density function (pdf) to return your color_map value
> from the cdf for any given pattern value.  And THAt will be your actual f_Wave
> function that you use in the average texture.
> 
> Hope that "helps".
> 
> - Bill
> 

Always there to help ;)

I've already found one method :
pigment {
	user_defined {
		function { f_sinc (x)*2 } // only red
		}
	...
	} // end of pigment

This is a partial answer to what I wanted to do, but this method can't
be combined (at least not yet) with existing patterns.

The ideal solution (for me) would be :
pigment {
	onion
	color_map { ... }
	myWaveTypeFn // for the wave
	}

myWaveTypeFn same as standard cubic_wave, poly_wave, ...


Your (and TOK) suggestion with :
pigment { average pigment_map { [ function ...
is very good and well know.
I use it to color the plane and TOK does the same.
See previous messages about domain coloring and complex numbers.

I'll keep searching ...





-- 
Kurtz le pirate
Compagnie de la Banquise


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From: William F Pokorny
Subject: Re: Wave type
Date: 8 Nov 2023 13:30:10
Message: <654bd3b2$1@news.povray.org>
On 11/8/23 10:27, kurtz le pirate wrote:
> The ideal solution (for me) would be :
> pigment {
> 	onion
> 	color_map { ... }
> 	myWaveTypeFn // for the wave
> 	}
> 
> myWaveTypeFn same as standard cubic_wave, poly_wave, ...

I confess I'm, unsure what you are trying to do.

The code below works today, FWIW.

Aside: One of the changes yuqk made was so that poly_wave always chains 
after the other wave modifiers. Meaning you can use, for example, 
'triangle_wave poly_wave 2' and the code runs both modifiers with
poly_wave always being executed last.

Bill P.

     // Sample scene. 'povray onion.pov +w800 +h800 +p +mv3.8'
     global_settings { assumed_gamma 1.0 }
     #declare VarOrthoMult =
         3.0/max(image_width/image_height,image_height/image_width);
     #declare Camera01z = camera {
         orthographic
         location <0,0,-2>
         direction z
         right VarOrthoMult*x*max(1,image_width/image_height)
         up VarOrthoMult*y*max(1,image_height/image_width)
     }
     #declare FnOnion = function { pattern { onion triangle_wave } }
     #declare Fn = function {
         FnOnion(x,y,z) * 6.0 // = 'frequency 6'
     }
     plane { -z 0
         pigment {
             function { Fn(x,y,z) }
             poly_wave 2
             // I'm using the default color map, but you can chain
             // the functions as deep as you want and each chain
             // could be a color channel in a user_defined pigment.
         }
         finish { emission 1 }
     }
     camera { Camera01z }

     // If you want to see linear values in the preview display
     // over gamma corrected ones, add display_gamma=1.0 to the
     // command line.


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From: Bald Eagle
Subject: Re: Wave type
Date: 8 Nov 2023 16:45:00
Message: <web.654c014be2639fbb1f9dae3025979125@news.povray.org>
kurtz le pirate <kur### [at] gmailcom> wrote:

> The ideal solution (for me) would be :
> pigment {
>  onion
>  color_map { ... }
>  myWaveTypeFn // for the wave
>  }
>
> myWaveTypeFn same as standard cubic_wave, poly_wave, ...


I think this might work:

Take onion, and make it

#declare Onion = function {pigment {onion}}

Now define a user-defined wave function to apply to the domain of the original
pigment function

#declare Wave = function {sin (Onion (x, y, z)*tau)}

 pigment {
  Onion
  color_map { ... }
  // and now the wave function is already built into the pigment pattern
  }

You just need to use the 0-1 values returned by your pigment pattern as the
input for your wave function.

If you're going to be using a pigment pattern that POV-Ray assigns an in-built
color_map to, then you need to override that in your original pigment function
with a user-defined color map going from black (1) to white (1).

#declare Onion = function {pigment {onion} color_map {[0 rgb 0] [1 rgb 1]}}

- BW


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From: William F Pokorny
Subject: Re: Wave type
Date: 9 Nov 2023 06:45:35
Message: <654cc65f$1@news.povray.org>
On 11/8/23 16:44, Bald Eagle wrote:
> #declare Onion = function {pigment {onion} color_map {[0 rgb 0] [1 rgb 1]}}

FWIW. A better option, when all you want is a pattern's scalar value for 
a function is:

#declare Onion = function {pattern {onion}}

It avoids the conversion to grey - and, of course, no worries about the 
default color map.

---
Aside: I saw your other posts on select() and yuqk/v4 ideas, but it'll 
be a bit before I can even read through them. I'm still working through 
tuple / batch assignment issues. Once I manage that bit, 
'local'/'global' pseudo dictionary and 'optional' issues will pop off 
the debug stack.

Busy with real life later today too.

Bill P.


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