POV-Ray : Newsgroups : povray.binaries.images : BoxBlob (40kb before upload) Server Time
3 Oct 2024 19:20:01 EDT (-0400)
  BoxBlob (40kb before upload) (Message 1 to 7 of 7)  
From: TonyB
Subject: BoxBlob (40kb before upload)
Date: 5 Oct 1999 07:24:21
Message: <37f9dfe5@news.povray.org>
Hello. Using the same method as before, and after having battled against the
limitations of the isosurface patch, here is the end result. Again, this is
just demonstrative, and so is relatively simple. This is a torus, with 4
boxes, 2 at the top and bottom and 2 at either sides. I hope you like it and
see the potential for this neat multiplication stuff.


PS: Yes, I had to forget about the cylinders to make it short enough. =(


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Preview of image 'boxblob.jpg'
boxblob.jpg


 

From: Buckaroo Bill
Subject: Re: BoxBlob (40kb before upload)
Date: 5 Oct 1999 08:31:33
Message: <37f9efa5@news.povray.org>
Hmm... cool! Looks like one blobs by addition and the next by subtraction...

So.... can we please see your code? I have got a few things to blob but I
don't quite have the idea yet.


TonyB <ben### [at] panamaphoenixnet> wrote in message
news:37f9dfe5@news.povray.org...
> Hello. Using the same method as before, and after having battled against
the
> limitations of the isosurface patch, here is the end result. Again, this
is
> just demonstrative, and so is relatively simple. This is a torus, with 4
> boxes, 2 at the top and bottom and 2 at either sides. I hope you like it
and
> see the potential for this neat multiplication stuff.
>
>
> PS: Yes, I had to forget about the cylinders to make it short enough. =(
>
>
>


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From: TonyB
Subject: Re: BoxBlob (40kb before upload)
Date: 5 Oct 1999 20:39:56
Message: <37fa9a5c@news.povray.org>
>Hmm... cool! Looks like one blobs by addition and the next by
subtraction...
>
>So.... can we please see your code? I have got a few things to blob but I
>don't quite have the idea yet.


Well to be honest, I have no idea why it came out like that. I certainly
didn't expect it. I added the top-bottom ones first, and then the others,
which I expected to blob normally. The end result is what you see.

I'll post the source, although I don't see any need for that...


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From: Buckaroo Bill
Subject: Re: BoxBlob (40kb before upload)
Date: 5 Oct 1999 23:47:41
Message: <37fac65d@news.povray.org>
TonyB <ben### [at] panamaphoenixnet> wrote
>
> I'll post the source, although I don't see any need for that...
>

    Thanks! and ... unfortunately... it was indeed needed. My math skills
are improving, but I still don't think in that language.


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From: Michael Andrews
Subject: Re: BoxBlob (40kb before upload)
Date: 6 Oct 1999 13:22:06
Message: <37FB850B.F1419545@reading.ac.uk>
Well, here's my version after chopping up the function into smaller
pieces. I hit the isosurface function parser limit several year ago with
the version that couldn't parse user functions, so I had to wait a
couple of years before I could try some complex landscapes!

I'll put the code in p.t.s-f (and I'll just do a copy-and-paste this
time after getting a couple of agrieved posts for putting up
attachments) as a reply to the post there.

	Bye for now,
		Mike Andrews.

TonyB wrote:
> 
> Hello. Using the same method as before, and after having battled against the
> limitations of the isosurface patch, here is the end result. Again, this is
> just demonstrative, and so is relatively simple. This is a torus, with 4
> boxes, 2 at the top and bottom and 2 at either sides. I hope you like it and
> see the potential for this neat multiplication stuff.
> 
> PS: Yes, I had to forget about the cylinders to make it short enough. =(
> 
>  [Image]


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Attachments:
Download 'longfunc.jpg' (8 KB)

Preview of image 'longfunc.jpg'
longfunc.jpg


 

From: SamuelT 
Subject: Re: BoxBlob (40kb before upload)
Date: 6 Oct 1999 22:23:52
Message: <37FC0567.D5F5762A@aol.com>
Way to go! I'm sitting here trying to figure out how to do it myself. My idea was
to put all the boxes like this:

((box)|(box)|(box)|(box))

and then multiply the torus to it afterward. I've had success getting an even
result all-around, but the "blobbing" of the objects is not working out correctly.
Perhaps it is the funny torus I made:

(sqr(sqr(x)+sqr(y)-.75)+sqr(z*2)+.95)

I know I have blobbed torii together before, I just don't have the code anymore ;P
I think I will find another way to make a torus (or use the one off the isosurface
website ( http://www.public.usit.net/rsuzuki/e/povray/iso/ ).



Michael Andrews wrote:

> Well, here's my version after chopping up the function into smaller
> pieces. I hit the isosurface function parser limit several year ago with
> the version that couldn't parse user functions, so I had to wait a
> couple of years before I could try some complex landscapes!
>
> I'll put the code in p.t.s-f (and I'll just do a copy-and-paste this
> time after getting a couple of agrieved posts for putting up
> attachments) as a reply to the post there.
>
>         Bye for now,
>                 Mike Andrews.
>
> TonyB wrote:
> >
> > Hello. Using the same method as before, and after having battled against the
> > limitations of the isosurface patch, here is the end result. Again, this is
> > just demonstrative, and so is relatively simple. This is a torus, with 4
> > boxes, 2 at the top and bottom and 2 at either sides. I hope you like it and
> > see the potential for this neat multiplication stuff.
> >
> > PS: Yes, I had to forget about the cylinders to make it short enough. =(
> >
> >  [Image]
>
>   ------------------------------------------------------------------------
>  [Image]

--
Samuel Benge

E-Mail: STB### [at] aolcom
Website: http://members.aol.com/stbenge


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From: Ron Parker
Subject: Re: BoxBlob (40kb before upload)
Date: 7 Oct 1999 10:06:31
Message: <37fca8e7@news.povray.org>
On Wed, 06 Oct 1999 19:28:56 -0700, SamuelT. wrote:
>Way to go! I'm sitting here trying to figure out how to do it myself. My idea was
>to put all the boxes like this:
>
>((box)|(box)|(box)|(box))
>
>and then multiply the torus to it afterward. 

Here's one that works nicely, I think.  It has a "seam" at the planes
where abs(x)=abs(y) but I'm not sure if there's anything I can do about
that.  It's due to the maxes and mins.  I'd post an image, but I don't
have anything here to convert it to jpg with.

#declare x1=-4; #declare x2=-2; #declare x3=-1;
#declare x4=1;  #declare x5=2;  #declare x6=4;
#declare y1=-4; #declare y2=-2; #declare y3=-1;
#declare y4=1;  #declare y5=2;  #declare y6=4; 
#declare z1=-1; #declare z2=1;
          
isosurface {
  function { max((z-z1)*(z-z2),
             min(max((y-y1)*(y-y2)*(y-y5)*(y-y6),(x-x3)*(x-x4)),
                 max((x-x1)*(x-x2)*(x-x5)*(x-x6),(y-y3)*(y-y4)))) *
            (z*z + sqr(sqrt(x*x+y*y)-3)-.25)}

  threshold .1
  bounded_by { box {-5,5}}
  texture {
    pigment {color rgb 1}
    finish {diffuse .5 specular .3 ambient .2 roughness .001}
  }
}

light_source { <-20,20,-20> rgb <1,.8,.8>}
light_source { <20,20,-20> rgb <.8,.8,1>}
camera {location <2,5,-12> look_at 0 }


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