POV-Ray : Newsgroups : povray.text.tutorials : surface deformations Server Time
6 Oct 2024 10:23:01 EDT (-0400)
  surface deformations (Message 1 to 8 of 8)  
From: Soulstorm
Subject: surface deformations
Date: 21 Feb 2002 09:42:06
Message: <3c75073e@news.povray.org>
Is it possible in POVRay to do true surface deformations?
i.e. not normal maps, but true deforms.

Thanks
-ss-


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From:
Subject: Re: surface deformations
Date: 21 Feb 2002 10:04:49
Message: <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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From: Warp
Subject: Re: surface deformations
Date: 21 Feb 2002 10:12:50
Message: <3c750e72@news.povray.org>

: (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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From: Jamie Davison
Subject: Re: surface deformations
Date: 21 Feb 2002 15:27:12
Message: <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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From: Soulstorm
Subject: Re: surface deformations
Date: 22 Feb 2002 01:48:29
Message: <3c75e9bd$1@news.povray.org>
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...

> : (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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From: Soulstorm
Subject: Re: surface deformations
Date: 22 Feb 2002 01:57:10
Message: <3c75ebc6@news.povray.org>
Sorry - I still can't find it in the vfaq. Nor can I find
'povray.announce.frequently-asked-questions' which is why I posted the
question. I assume now that the answer is no.

A simple 'yes' or 'no' would have done.

thanks



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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From: Soulstorm
Subject: Re: surface deformations
Date: 22 Feb 2002 02:10:36
Message: <3c75eeec@news.povray.org>
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.f-lohmueller.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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From: Warp
Subject: Re: surface deformations
Date: 22 Feb 2002 02:58:31
Message: <3c75fa26@news.povray.org>
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 non-linearly 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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