POV-Ray : Newsgroups : povray.newusers : Blobs : Re: Blobs Server Time
3 Sep 2024 08:20:18 EDT (-0400)
  Re: Blobs  
From: Mike Williams
Date: 31 Jan 2005 11:41:20
Message: <J9lazIApnj$BFwVN@econym.demon.co.uk>
Wasn't it Oleguer Vilella who wrote:
>Hi Mike,
>
>Thanks for your help Mike, but that's not what I was looking for. I'm 
>traying to unify all the spheres to obtain an uniform membrane.

Sorry for the late response. I've been unable to establish a link to the
pov newsserver for a few days.

Well, once you've got all the blob components in a single blob object
you can adjust the threshold value, and the strength and radius of the
individual blobs, and the separation between the blobs (like #local
Fons=Fons+0.5), so that they blob together into a bumpy membrane. You
can't do that with your original version because each sphere is a
separate blob object.

Alternatively, you could discard the blobs altogether and use the same
cos and sin waves to drive an isosurface function, which will give you a
perfectly smooth membrane that has exactly the same shape.

#declare  F = function {y - 9*cos(x/3/8) - 3*sin(z/3/8)}

#declare Thickness=1.5;

isosurface {
  function { abs(F(x,y,z)) - Thickness }
  max_gradient 2
  contained_by{box{<-36,-20,0><300,20,150>}}
  pigment {rgb x}
  finish { ambient 0.2 diffuse 0.8 phong 1 }
  translate <10,-20,30>
}


If you want, you can put fake blobs back into the isosurface as follows.
The "x+z" and "z-x" bits rotate the fake blobs by 45 degrees, otherwise
the leopard pattern has a diagonal pattern.

camera {location  <150,150,-150> look_at <150,50,0> }
background {rgb 1}
light_source {<-30, 100, -30> color rgb 1}

#declare  F = function {y - 9*cos(x/3/8) - 3*sin(z/3/8)}

#declare Thickness=1.5;

#include "functions.inc"

isosurface {
  function { abs(F(x,y,z)) - Thickness - f_leopard(x+z,0,z-x) }
  max_gradient 2
  contained_by{box{<-36,-20,0><300,20,150>}}
  pigment {rgb x}
  finish { ambient 0.2 diffuse 0.8 phong 1 }
  translate <10,-20,30>
}



-- 
Mike Williams
Gentleman of Leisure


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