POV-Ray : Newsgroups : povray.binaries.images : "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1) : Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1) Server Time
2 Oct 2024 02:20:21 EDT (-0400)
  Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)  
From: Chris Huff
Date: 25 Jun 2000 11:24:27
Message: <chrishuff-8E698B.10285625062000@news.povray.org>
In article <39557e5a@news.povray.org>, "Bob Hughes" 
<per### [at] aolcom?subject=PoV-News:> wrote:

> Like you even have to ask?

I will post it in povray.text.scene-files. :-)


> Must say that I don't quite understand this object.  Were there 
> sufficient displacement from within the outer surface would that 
> break through the surface, or overlap along a surface?  This here 
> appears to never go beyond the adjacent point, so I'm guessing it has 
> a limitation in locations of points regarding the neighboring points. 
>  I'm just making an observation, not being critical.

Just imagine taking a 3D grid, getting the color of a pigment at each 
"node", and moving that node a certain amount depending on the color.
I actually used the color vectors to store offset vectors, the color_map 
interpolates between them.
I provided a variable to "scale" the amount of motion down. I can turn 
it up so you end up with a unrecognizeable, tangled mess of cylinders 
and spheres, or scale it down so you have a slightly jittered grid.

BTW, this also demonstrates a possible feature I have been thinking of 
trying: some kind of "displacement" warp for textures, and maybe even 
the ability to warp meshes(if I can figure out their code). Not quite 
"displacement mapping", but close.

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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