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I've put together a little bit of an unofficial tutorial about
isosurfaces at
http://www.econym.demon.co.uk/isotut/
Hope you like it.
--
Mike Williams
Gentleman of Leisure
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Not bad.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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very good pigment stuff
--
-----------------------------------------------------
Click here for Free Video!!
http://www.gohip.com/freevideo/
"Warp" <war### [at] tagpovrayorg> wrote in message
news:38e78958@news.povray.org...
> Not bad.
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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You wouldn't happen to know anything about isosurface heightfeilds BTW.
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In article <38EBF909.A986DE48@hotmail.com>, Pabs <pab### [at] hotmailcom>
wrote:
> You wouldn't happen to know anything about isosurface heightfeilds BTW.
Start with a plane and a pigment function:
#declare CrackleFn =
function {
pigment {crackle ramp_wave
color_map {[0 rgb 0][1 rgb 1]}
}
}
function {y}
And subtract the pigment function from the plane function, so it is
raised depending on the value of the pigment. There are two ways to do
this, one which allows overhangs and separated pieces of the height
field(because it makes the pattern function dependant on y):
function {y - CrackleFn(x,y,z)}
and one which behaves like the usual height field, with no overhangs:
function {y - CrackleFn(x,0,z)}
In the isosurface, use a threshold of 0 and bound with a box from
<0,0,0> to <1,1,1> if you want to make a direct substitution for a
height_field primative.
isosurface {
function {y - CrackleFn(x,0,z)}
threshold 0
eval
contained_by {box {<0,0,0>, <1,1,1>}}
}
--
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Web page: http://chrishuff.dhs.org/
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Thanks heaps
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> #declare CrackleFn =
> function {
> pigment {crackle ramp_wave
> color_map {[0 rgb 0][1 rgb 1]}
> }
> }
> function {y}
Sorry - what about if I want to use a gif/tga, just like in a proper hf -
what pigment should I use for this
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In article <38F12D48.C366F9FB@hotmail.com>, Pabs <pab### [at] hotmailcom>
wrote:
> Sorry - what about if I want to use a gif/tga, just like in a proper hf -
> what pigment should I use for this
Use an image map in the pigment...just don't forget to turn on
interpolation.
#declare imagePigmentFn =
function {
pigment {
image_map {png "image.png"
map_type 0
interpolate 2
}
rotate x*90 // because image_maps are projected in the xy plane
}
}
--
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Web page: http://chrishuff.dhs.org/
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