POV-Ray : Newsgroups : povray.binaries.animations : sphere in wonderland (twisting all the time with 690 kbu) Server Time
20 Jul 2024 13:20:39 EDT (-0400)
  sphere in wonderland (twisting all the time with 690 kbu) (Message 1 to 3 of 3)  
From: Wlodzimierz ABX Skiba
Subject: sphere in wonderland (twisting all the time with 690 kbu)
Date: 24 Jan 2001 12:47:26
Message: <3a6f152e@news.povray.org>
Another experiment to test correct behavior of my deform patch. This time there
is one sphere with uv_mapping, two lights, camera, background and three mirrors
with no_reflection parameter to not multiple reflections - mirrors in mirrors
are also interesting but I must leave something for fun others after release of
patch :-). Render time was 2 minutes 40 seconds per frame. It is more than
previous becouse:
- much bigger frame size than previous
- reflections
- only pure old Pentium 120 MHz with working database server on it.
I think it is still reasonably fast.
Here is source code for this scene to better orientation what happened in scene.
Little comment to deform: default twisting is applied along y axis. Sphere is
translated along x to put this axis not in the center of sphere. I think
definition of twisting is extremly easy for user. I think this is good
introduction to dancing balls.

/* OnMirror.POV */

#declare C=<0,1,-5>;
#declare L=<0,10,0>;

camera{ location C direction 1.5*z right 4/3*x look_at 0 }

background { color rgb 0 }

light_source { L color red 1 green 1 blue 0 }

light_source { C color red 0 green 1 blue 1 }

#declare Text=texture{
pigment{color rgb 1}
finish{reflection 1 ambient 0 diffuse 0}
}

#declare twist_max=1000;
#declare speed=1/8;
#declare twist0=clock^speed;
#declare twist1=4+((.5*cos(twist0*pi))+.5)*twist_max;

// second half of anim was done for twist1=-twist1

sphere {
  0.0, 1
  translate x*1.5
  deform { twist twist1 }
  translate z*2
  translate -x*1.25
  uv_mapping
  texture{pigment{checker color rgb 0 color rgb 1}finish{specular 1}scale 1/20}
}

#declare rot=30;
#declare tran=5;

plane { -z 0 texture {Text} rotate rot*y translate z*tran no_reflection}
plane { -z 0 texture {Text} rotate -rot*y translate z*tran no_reflection}
plane { y (-1) texture {Text} no_reflection}

/* end of file */

ABX


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Attachments:
Download 'ONMIRROR.MPG' (676 KB)

From: Bob H 
Subject: Re: sphere in wonderland (twisting all the time with 690 kbu)
Date: 24 Jan 2001 13:12:40
Message: <3a6f1b18@news.povray.org>
It is still fast in a sense, I'd say too.  Can a cylinder be bent anywhere
along it's length for example?  I'm thinking of Chris Colefax's nice include
for doing such things but it was of course slow and had the tendency to break
up.
If you can manage a nonuniform scaling effect (sphere into egg) with your
deform patch I want to see it in POV-Ray 3.5.  Oh okay, version 4 then.  :-)

Bob H.


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From: Wlodzimierz ABX Skiba
Subject: Re: sphere in wonderland (twisting all the time with 690 kbu)
Date: 24 Jan 2001 13:33:27
Message: <3a6f1ff7@news.povray.org>
Bob H. wrote in message <3a6f1b18@news.povray.org>...
> It is still fast in a sense, I'd say too.

You must remember that first level of deforming is rather fast.
Deform of deform is slower.

> Can a cylinder be bent anywhere
> along it's length for example?

It's one of my planed default "patterns" of deforms.

> If you can manage a nonuniform scaling effect (sphere into egg) with your
> deform patch

I can
I think interesting "pattern" of deform will be puting any object
from along y-axis to along spline or torpatch.

> I want to see it in POV-Ray 3.5.  Oh okay, version 4 then.  :-)


When I finish I'll send my patch to coodinators of MegaPOV. Perhaps they find it
usefull. :-)

Thanks for opinion.

ABX


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