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Is there any interest in 'PLANE' as a element of the BLOB object? I
introduced it in my private version when I tried to understand how
BLOB works.
It is not so overwhelming but easy to add.
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Andreas Kaiser wrote:
>
> Is there any interest in 'PLANE' as a element of the BLOB object? I
> introduced it in my private version when I tried to understand how
> BLOB works.
> It is not so overwhelming but easy to add.
Could you elaborate more on the benefits that a plane element brings to
the blob object. I don't really understand where an infinite object would
be useful in that application.
--
Ken Tyler
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"Ken" <tyl### [at] pacbellnet> wrote in message
news:40206423.80B7BCC8@pacbell.net...
>
>
> Andreas Kaiser wrote:
> >
> > Is there any interest in 'PLANE' as a element of the BLOB object? I
> > introduced it in my private version when I tried to understand how
> > BLOB works.
> > It is not so overwhelming but easy to add.
>
> Could you elaborate more on the benefits that a plane element brings to
> the blob object. I don't really understand where an infinite object would
> be useful in that application.
I can imagine it would be interesting as the "base" element of
a blob ensemble, you could do a plane with things "glued" into it.
Fabien.
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On Wed, 4 Feb 2004 10:57:22 +0100, "Fabien Mosen" <fab### [at] skynetbe>
wrote:
> I can imagine it would be interesting as the "base" element of
> a blob ensemble, you could do a plane with things "glued" into it.
No need to "imagine", you can "see" it with:
http://www-public.tu-bs.de:8080/~y0013390/pov/ic/docu02.html#BlobShape
:-)
ABX
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In article <d8d020phautc3e4t63p3rj823bjtpf5372@4ax.com>,
Andreas Kaiser <aka### [at] nurfuerspamde> wrote:
> Is there any interest in 'PLANE' as a element of the BLOB object? I
> introduced it in my private version when I tried to understand how
> BLOB works.
> It is not so overwhelming but easy to add.
Are you aware of the existence of my blob2 patch? It uses a completely
different solver (currently a bisection solver like the isosurface
object uses), and will eventually support plane components (as well as
many other shapes), and it uses an improved falloff function that gives
smoother blobs.
Do you think you could add toroidal components? Or boxes and sharp-edged
cylinder and cone components? The latter two shouldn't be too hard if
you have planes working...
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
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On Tue, 03 Feb 2004 19:16:51 -0800, Ken <tyl### [at] pacbellnet> wrote:
>
>
>Andreas Kaiser wrote:
>>
>> Is there any interest in 'PLANE' as a element of the BLOB object? I
>> introduced it in my private version when I tried to understand how
>> BLOB works.
>> It is not so overwhelming but easy to add.
>
>Could you elaborate more on the benefits that a plane element brings to
>the blob object. I don't really understand where an infinite object would
>be useful in that application.
Well, without any other BLOB element it is at least as useful as a
normal PLANE (assuming positive strength value).
In contrast to a normal plane, which divides space into two half
spaces, my plane as a BLOB element has a default thickness (affected
by scaling transformations), so it's equivalent to the intersection of
two anti-parallel planes.
--
Andreas
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On Wed, 04 Feb 2004 19:33:43 -0500, Christopher James Huff
<cja### [at] earthlinknet> wrote:
>In article <d8d020phautc3e4t63p3rj823bjtpf5372@4ax.com>,
> Andreas Kaiser <aka### [at] nurfuerspamde> wrote:
>
>> Is there any interest in 'PLANE' as a element of the BLOB object? I
>> introduced it in my private version when I tried to understand how
>> BLOB works.
>> It is not so overwhelming but easy to add.
>
>Are you aware of the existence of my blob2 patch? It uses a completely
>different solver (currently a bisection solver like the isosurface
>object uses), and will eventually support plane components (as well as
>many other shapes), and it uses an improved falloff function that gives
>smoother blobs.
Not yet. I'll have a look.
>Do you think you could add toroidal components? Or boxes and sharp-edged
>cylinder and cone components? The latter two shouldn't be too hard if
>you have planes working...
You're going to become a manager aren't you ;)
(... shouldn't be too hard ...)
Don't call me, I'll call you :-)
--
Andreas
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On Wed, 4 Feb 2004 10:57:22 +0100, "Fabien Mosen"
<fab### [at] skynetbe> wrote:
>"Ken" <tyl### [at] pacbellnet> wrote in message
>news:40206423.80B7BCC8@pacbell.net...
>>
>>
>> Andreas Kaiser wrote:
>> >
>> > Is there any interest in 'PLANE' as a element of the BLOB object? I
>> > introduced it in my private version when I tried to understand how
>> > BLOB works.
>> > It is not so overwhelming but easy to add.
>>
>> Could you elaborate more on the benefits that a plane element brings to
>> the blob object. I don't really understand where an infinite object would
>> be useful in that application.
>
>I can imagine it would be interesting as the "base" element of
(^^^^^^^^^^^^^ You are afraid of Ken, too?)
>a blob ensemble, you could do a plane with things "glued" into it.
Just what I thought. (May be I'll be one of the craftspeople providing
the tools, I probably will not be the artist using them).
--
Andreas
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In article <lhi520p13vl2q8tna8aomgh6n9mgmjm375@4ax.com>,
Andreas Kaiser <aka### [at] nurfuerspamde> wrote:
> >Do you think you could add toroidal components? Or boxes and sharp-edged
> >cylinder and cone components? The latter two shouldn't be too hard if
> >you have planes working...
>
> You're going to become a manager aren't you ;)
I hope not...
> (... shouldn't be too hard ...)
Heh...well, a box is essentially six plane components with some
clipping. And sharp edged cones/cylinders would involve capping with
plane pieces rather than sphere pieces. The blob2 patch supports these
partially...still a few kinks to work out.
Other ideas: rounded box, superellipsoid, a third kind of cone/cylinder
component with torus-rounded edges, meshes...
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
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On Thu, 05 Feb 2004 18:38:39 -0500, Christopher James Huff
<cja### [at] earthlinknet> wrote:
>> >Do you think you could add toroidal components? Or boxes and sharp-edged
>> >cylinder and cone components? The latter two shouldn't be too hard if
>> >you have planes working...
Oh, oh.
Given a plane (with some thickness as I used it as a BLOB_ELEMENT):
- Intersection: you only have to check where the ray enters/exits the
space of influence ~= distance to the plane's origin.
- Normal: trivial
- Inside: trivial
Now take an arbitrary object:
What is the reference point/plane/surface/... and/or metric in space
to compute the 'field value' which in the end defines the surface of
the element?
If we can provide a consistent solution for a special object type I
would agree, it is not hard to add it (to BLOB).
>Heh...well, a box is essentially six plane components with some
>clipping. And sharp edged cones/cylinders would involve capping with
>plane pieces rather than sphere pieces. The blob2 patch supports these
>partially...still a few kinks to work out.
>
>Other ideas: rounded box, superellipsoid, a third kind of cone/cylinder
>component with torus-rounded edges, meshes...
Let's talk about it, may be we can create some 'tools' for the artists
;)
--
Andreas
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