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i.e. not normal maps, but true deforms.
Thanks
ss
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On Thu, 21 Feb 2002 16:40:50 +0200, "Soulstorm" <der### [at] gomailcoza>
wrote:
> Is it possible in POVRay to do true surface deformations?
> i.e. not normal maps, but true deforms.
look at http://news.povray.org/povray.general/22382/
(is this answered in vfaq?)
ABX
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W³odzimierz ABX Skiba <abx### [at] babilonorg> wrote:
: (is this answered in vfaq?)
It's the same problem as with bending:
http://www.students.tut.fi/~warp/povQandT/languageQandT.html#bending

#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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On Thu, 21 Feb 2002 16:40:50 +0200, Soulstorm wrote...
> Is it possible in POVRay to do true surface deformations?
> i.e. not normal maps, but true deforms.
If you knew the formula of the primitive and the formula for the
deformation, I suspect you could use an isosurface, but as to exactly
how. Well, that's beyond my skills.
Bye for now,
Jamie.
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I don't think it's the same problem as with bending...
The normals are created with mathematical formulae, same with the
primitives  I am sure with the right combination of these two it would be
quite possible to do true surface deforms. The problem with bending is that
the mathematics behind bending a mathematical abstract is supposedly very
complex.
Well  I am not a maths guru, so if I am wrong, it won't surprize me too
much  it would be nice to know though...
ss
"Warp" <war### [at] tagpovrayorg> wrote in message
news:3c750e72@news.povray.org...
> W³odzimierz ABX Skiba <abx### [at] babilonorg> wrote:
> : (is this answered in vfaq?)
>
> It's the same problem as with bending:
>
> http://www.students.tut.fi/~warp/povQandT/languageQandT.html#bending
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Sorry  I still can't find it in the vfaq. Nor can I find
'povray.announce.frequentlyaskedquestions' which is why I posted the
question. I assume now that the answer is no.
A simple 'yes' or 'no' would have done.
thanks
"W³odzimierz ABX Skiba" <abx### [at] babilonorg> wrote in message
news:em2a7ucas61d8gajilhnm22bnc725n5ssr@4ax.com...
> On Thu, 21 Feb 2002 16:40:50 +0200, "Soulstorm" <der### [at] gomailcoza>
> wrote:
> > Is it possible in POVRay to do true surface deformations?
> > i.e. not normal maps, but true deforms.
>
> look at http://news.povray.org/povray.general/22382/
>
> (is this answered in vfaq?)
>
> ABX
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Hi Jamie,
Your comment seems to be the most helpful of the lot. It set me thinking 
maybe some formulae for blobs along a sperical surface with some sine
deformations thrown in. hmm...back to work.
btw. for anyone reading this thread there is a nice tutorial on sine
deformations here :
http://www.flohmueller.de/pov_tut/loop/povsi3e1.htm
thanks
ss
"Jamie Davison" <jam### [at] ntlworldcom> wrote in message
news:MPG.16df6892a2cc2c91989ae1@news.povray.org...
> On Thu, 21 Feb 2002 16:40:50 +0200, Soulstorm wrote...
> > Is it possible in POVRay to do true surface deformations?
> > i.e. not normal maps, but true deforms.
>
> If you knew the formula of the primitive and the formula for the
> deformation, I suspect you could use an isosurface, but as to exactly
> how. Well, that's beyond my skills.
>
> Bye for now,
> Jamie.
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Soulstorm <der### [at] gomailcoza> wrote:
> I don't think it's the same problem as with bending...
> The normals are created with mathematical formulae, same with the
> primitives  I am sure with the right combination of these two it would be
> quite possible to do true surface deforms. The problem with bending is that
> the mathematics behind bending a mathematical abstract is supposedly very
> complex.
It *is* basically the same problem as in bending: You need to calculate
the intersection of a ray and a nonlinearly transformed surface.

#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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