POV-Ray : Newsgroups : povray.binaries.images : Crackle again : Re: Crackle again Server Time
4 Feb 2023 20:38:03 EST (-0500)
  Re: Crackle again  
From: Bald Eagle
Date: 24 Nov 2022 11:00:00
Message: <web.637f94a9c37f1de01f9dae3025979125@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:

> Sorry; the previous crackle thread from a couple of days ago, with the custom
> version you showed that just colors a point based on distance to the closest
> seed point.


Ah.  "Colors" meaning simple scalar grayscale shading.

> > > The documentation even mentions using a solid crackle with a regular crackle
> > > layered over it to generate mortar for the solid cells.

I think what they mean is the reverse?
"There is no provision for mortar, but mortar may be created by layering or
texture-mapping a standard crackle texture with a solid one."

It's been a while since I've messed with that, and their language there is a
little - vague.

> > Also wondering if, with your existing knowledge of how your code works, if
> > there was a way to "draw lines" with cylinders around the borders of the
> > cells. Something to do with the mesh vertices perhaps....
> Hmm that's a thought. It would consist of a large quantity of spheres and/or
> cylinders placed around each mesh base, all as a single object pattern.

I was actually thinking not as an object pattern, but as the native lattice of
cylinders.  Make a scene with small spheres as the center points, and make the
Voronoi with cylinder{} objects.

AND, if that's possible - then why not do the Voronoi with prism {} objects.
Then they can all be collected into an array and textured however one wants -
even manually, one at a time.

But there is obviously much to played with here.   How does it look if instead
of using cones, we use spheres, ellipsoids, superellipsoids, pyramids, etc?


While researching this, I have also seen people use other distance metrics, such
as the "Manhattan distance" or "taxicab distance", etc.

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