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On 5/25/2021 9:40 AM, Subclick wrote:
>
> What now?
>
>
>
> Whatever you notice, it’s not the mesh, because there’s no mesh.
>
Whatever it is, it looks sweet and tasty!
Mike
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Le 2021-05-25 à 09:40, Subclick a écrit :
>
> What now?
>
>
>
> Whatever you notice, it’s not the mesh, because there’s no mesh.
>
Nice.
Let me guess... An isosurface with cyclical perturbation.
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On 5/25/2021 9:40 AM, Subclick wrote:
>
> What now?
>
>
>
> Whatever you notice, it’s not the mesh, because there’s no mesh.
>
The faceted texture makes it look like a mesh. I was fooled.
Mike
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Subclick <no### [at] spam> wrote:
> What now?
Make it out of jello? :D
And also know that related to Jello, sin (b) / tan (b) = . . . ?
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Alain Martel <kua### [at] videotronca> writes:
> Let me guess... An isosurface with cyclical perturbation.
I wish! I couldn’t come up with a way to get rid of the infinite
gradient of the ‘object’ pattern on the object’s boundary without
ruining it in the process, so I made do with a ridiculous number of thin
slices of the object rotated appropriately.
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Subclick <no### [at] spam> wrote:
> Alain Martel <kua### [at] videotronca> writes:
>
> > Let me guess... An isosurface with cyclical perturbation.
>
> ruining it in the process, so I made do with a ridiculous number of thin
> slices of the object rotated appropriately.
Because it's a giant mess. You can do it, and it will be a bit slow, but here's
a link for you:
http://news.povray.org/web.5ebedadaa032ea3dfb0b41570%40news.povray.org
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From: Subclick
Subject: Re: We know POV-Ray =3D?utf-8?Q?doesn=3DE2=3D80=3D99t?=3D supportnon-linear=
Date: 26 May 2021 15:19:21
Message: <87wnrlnw07.fsf@sp.am>
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"Bald Eagle" <cre### [at] netscapenet> writes:
> Because it's a giant mess. You can do it, and it will be a bit slow,
> but here's a link for you:
>
> http://news.povray.org/web.5ebedadaa032ea3dfb0b41570%40news.povray.org
Thanks, but my goal was to get an arbitrary POV-Ray object—like a text
object consisting of a single theta—into an isosurface, so it could then
be transformed non-linearly at will. Of course, that’d require a
generic way to make up a smooth transition, with a finite gradient, from
the outside to the inside, to replace the ‘object’ pattern’s jump from 0
to 1 at the boundary.
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Subclick <no### [at] spam> wrote:
> generic way to make up a smooth transition, with a finite gradient, from
> to 1 at the boundary.
Yes, sorry - I think I botched that reply.
Bill Pokorny helped me along doing the same thing a while back, and here's one
of the files related to that. Feel free to ask any questions if the code
(mostly his) is unclear.
Post a reply to this message
Attachments:
Download 'objectnormalfunction.pov.txt' (6 KB)
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From: Subclick
Subject: Re: We know POV-Ray =3D3D?utf-8?Q?doesn=3D3DE2=3D3D80=3D3D99t?=3D3D support=
Date: 1 Jul 2021 04:08:41
Message: <87mtr64fsq.fsf@sp.am>
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"Bald Eagle" <cre### [at] netscapenet> writes:
> Bill Pokorny helped me along doing the same thing
> a while back, and here's one
> of the files related to that. Feel free to ask
> any questions if the code
> (mostly his) is unclear.
Thank you very much. I guess I have a lot to learn before I face this
problem again.
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Subclick <no### [at] spam> wrote:
> problem again.
No worries. I tend to find myself in the deep end of the pool a lot. :D
The trick there is that since it's a discontinuous function with an infinite
gradient, one just inserts a user-made smooth gradient to join up the 2 regions
of the function. And then the isosurface method that you want to use works just
fine.
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