POV-Ray : Newsgroups : povray.binaries.images : How I made the Maze Ball Image. : Re: How I made the Maze Ball Image. Server Time
2 Oct 2024 02:18:56 EDT (-0400)
  Re: How I made the Maze Ball Image.  
From: Thomas Lake
Date: 20 Jul 2000 14:39:00
Message: <39774807.E957D3D8@home.com>
Thanks:-)

Gilles Tran wrote:

> Thomas Lake wrote:
>
> > Thanks for letting me know! Unfortunately Isosurfaces are beyond me:-( I really
> > need to learn more Math, though I am in grade 12.
>
> Don't let the x, y and z in isosurfaces scare you ! It's quite possible to do nice
> stuff with them without really knowing the math behind. (BTW, learning to use
> isosurfaces can be a nice way to learn math...).
> There's a lot of material ready to use, just look in p.text.scene-files and in the
> links below :
>
> Mike Williams' http://www.econym.demon.co.uk
> Fabien Mosen's http://users.skynet.be/bs936509/iso/iso-tut.htm (in French, but lots
> of examples)
>
> (note : is there a current URL for SamuelT isosurface tutorial page ?)
>
> G.
>
> >
> > Gilles Tran wrote:
> >
> > > Thomas Lake wrote:
> > >
> > > > What I did was I downloaded a Maze making program off the internet,
> > > > these just make 2D mazes. Then I saved the images and went into
> > > > Photoshop to play with the image, adding Gausian Blurring until I got a
> > > > good heightfield image. Then I saved it as a TGA file and went into
> > > > HF-Lab, there I previewed the image and saved it. Then I used Orb-Cyl to
> > > > take the TGA heighfield to map it around a sphere. I used RAW output.
> > > > Then I opened the RAW file in Rhino 3D and exported Moray/Povray UDO/INC
> > > > files.
> > >
> > > Another way to do this is isosurfaces (with Megapov) :
> > >
> > > #declare r0=0.2;
> > > #declare hfs=function{pigment{image_map{png "mazepic" map_type 1 interpolate
> > > 2} }}
> > > #declare Maze=isosurface{function{x*x+y*y+z*z + r0*(1 - hfs(x,y,z))}
> > > threshold 1 eval max_gradient 60 contained_by{sphere{0,1}} texture{txtMaze}}
> > >
> > > (the max_gradient may have to be changed)
> > > (http://www.mediaport.net/Artichaud/Tran/english/gtp1214e.htm)
> > >
> > > Also, there's a great maze pigment function by SamuelT (look for "Re:Tuesday
> > > evening enigma", Feb 10, 2000) that can be used to generate the map.
> > >
> > > Possibly, it could be done in one pass (without the blurring of the maze
> > > texture), but I haven't tried it.
> > >
> > > G.
> >
> > --
> > Come visit my web site:-) : http://www.geocities.com/~thomaslake/

--
Come visit my web site:-) : http://www.geocities.com/~thomaslake/


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