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This is more a question than a feature request.
Would it possible and/or usefull to ad a (3d) convolution matrix as a warp?
warp {
convolution {
divisor
offset
(channels rgb)
<v1>,.....,<v25>
}
}
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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In article <8EE67CD38seed7@204.213.191.228>, ing### [at] homenl (ingo)
wrote:
> This is more a question than a feature request.
> Would it possible and/or usefull to ad a (3d) convolution matrix as a
> warp?
>
> warp {
> convolution {
> divisor
> offset
> (channels rgb)
> <v1>,.....,<v25>
> }
> }
Hmm, what is a convolution matrix? A way to transform colors as though
they were points? If so, it wouldn't be a warp, although warps could
possibly be used in it. Something like:
pigment {
pattern, color_map, warps and transforms, etc
convolution {
convolution stuff...
warps to be applied to the color
}
}
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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Chris Huff wrote:
>Hmm, what is a convolution matrix?
Here is an explaination of what it does:
http://btp1da.phy.uni-bayreuth.de/FreeBSD/gimp/Plugin_generic.html#446972
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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In article <8EE67889Aseed7@204.213.191.228>, ing### [at] homenl (ingo)
wrote:
> Here is an explaination of what it does:
> http://btp1da.phy.uni-bayreuth.de/FreeBSD/gimp/Plugin_generic.html#446972
Ah, I have used those before(GraphicConverter has them). This sounds
more like a post_process feature than a texture feature, though...
But it seems odd to be limited to a float value for each pixel-why not
use a color vector instead? And maybe make the size user defined instead
of fixed.
The reason it would be a post_process feature and not a pigment warp is
that it seems to require pixels, or at least color samples in a plane.
That would be pretty difficult to accomplish without UV coordinates for
every object, I think. Maybe if there were a way to define it for
specific objects, so it was only applied in the area of the image
covered by the object...the code shouldn't be too hard, but what would
the syntax be?
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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Chris Huff wrote:
>Ah, I have used those before(GraphicConverter has them). This sounds
>more like a post_process feature than a texture feature, though...
>But it seems odd to be limited to a float value for each pixel-why not
>use a color vector instead? And maybe make the size user defined instead
>of fixed.
>
From the POV-doc on turbulence:
"It says in effect "Don't give me the color at this spot... take a few
random steps in different directions and give me that color"."
I know very little of the way graphic software works. I was thinking,
instead of taking the random steps of turbulence, take "defined" steps as
in a convolution matrix.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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In article <8EE68726Aseed7@204.213.191.228>, ing### [at] homenl (ingo)
wrote:
> From the POV-doc on turbulence:
> "It says in effect "Don't give me the color at this spot... take a few
> random steps in different directions and give me that color"."
>
> I know very little of the way graphic software works. I was thinking,
> instead of taking the random steps of turbulence, take "defined" steps as
> in a convolution matrix.
It might be possible to do that, but you would have to specify the size
of the sampling rectangle as well. You would also need to orient the
sampling rectangle to be parallel to the surface, and have the same
orientation as it's neighboring points. That is the difficult part, and
I don't know how it would be done.(maybe just by using the angle to the
xz plane and angle around the y axis?)
Or you could have the matrix always be aligned with the origin(with
rotations and other transforms, of course). This would be a lot easier
to implement, but it wouldn't follow the surface of the object. And to
do it well would probably require a 3D array of values, like 3*3*3.
I will look into this, I think all it would require is multiple calls to
Compute_Pigment with the evaluation point moved in the right way. And it
would be restricted to pigment, since it operates on colors instead of
patterns, like turbulence does. And it probably wouldn't be very fast.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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