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On 11/1/24 09:36, Bald Eagle wrote:
> I would greatly appreciate some advice on how to properly accomplish this, as my
> experiments in the past were fraught with unwanted artefacts:
> https://news.povray.org/
> web.6394be0a7dc652cc1f9dae3025979125%40news.povray.org
>
> I'm sure that one of your long "ramblings on" would be an insightful read, and
> probably spur on other tangential projects - as they always do.
>
> Hopefully we'll both have a few round-tuits at some point to compare notes.
>
> Good work, and much appreciated!
Hi Bill.
Thanks.
Unsure how much my particular methods might help! How one might approach
repeatability depends on the environment, underlying metrics, forms, etc.
In my re-write of the crackle code I took advantage of newer hardware
and features of C++. For example, I push all the working coordinates
into a +x, +y +z space. Already the working grid internally (for the
cubes) was integer based as the origin for each offset point relative to
the evaluation point.
Much of the trouble I had with repeat (I suspect it's related to what's
wrong with the v3.8 repeat feature and caching too) was realizing I had
to do the cube calculations for offsets apart from the cached cube
coordinates. This something which might not even be doable with the
cache structure of the V3.8 beta 2 code - not thought about it too much
though. The yuqk caching is set up differently.
When I finally got my head on straight about that, the repeat code
became something which creates x,y,z unsigned integer coordinates
differently for the negative cube coordinates and positive cube
coordinates about the center evaluation cube - depending upon where in
the repeat range the evaluation point is on each axis.
In the POV-Ray implementation, a virtual environment of cubes containing
offset points is created around each cube in space where we find
ourselves evaluating 3D locations. For the repeat aspect, suppose I
created what amounts to another virtual working space on top of that one
in which to repeat.
Backing up, the POV-Ray set up of a virtual box of cubelets containing
the center cube with the evaluation point is driven by the 'form'
feature. It requires up to three closest point measures for downstream
metric calculations.
If for your crackle implementation, you only care about the closest
points - as is true for solid(*) results - the implementation can be
simpler.
(*) - In the yuqk re-write I treat the solid feature as something almost
completely apart from the crackle proper features.
Anyhow. The updated source code will be in the next yuqk release (R16).
Having it to review might help make sense of what I've written.
Bill P.
Aside: I'm reminded that years ago I experimented some with different
shape functions set at point locations as a way to to create crackle
pattern shapes - all in SDL - which was limiting. The traditional
crackle solid look you can create with cones. Can't find the post... Too
many ideas and not enough time. :-)
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