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From: Michael Andrews
Subject: Abstract experiment ... (113KB pre-upload)
Date: 11 Oct 1999 13:55:10
Message: <3802244C.6EFFDB8E@reading.ac.uk>
Hi Folks,
	Well, this is something of a tangent to my usual landscapes / clouds

LParser page and saw his 'Emerald City' series (see
http://www.xs4all.nl/~ljlapre/ec.htm ). This inspired me to do something
similar ... or try at least.
	This is the firstish attempt that I like. The presence/absence, texture
and rotation of each small cube in the shell of a larger cube is
determined by the value of a bozo pattern at it's centre. How I did this
will be left as an exercise for the reader. Any guesses? Suffice to say,
I couldn't figure out how to do it with standard PoV but used SuperPatch
functionality.
	Since this is an experiment, I thought it should go on a bit of low
grade graph paper, not the nice crisp and clean bits other people seem
to like :-)

	Let me know what you think ...

	Bye for now,
		Mike Andrews.


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From: Ken
Subject: Re: Abstract experiment ... (113KB pre-upload)
Date: 11 Oct 1999 14:01:15
Message: <380225AF.52706795@pacbell.net>
Michael Andrews wrote:
> 
> Hi Folks,
>         Well, this is something of a tangent to my usual landscapes / clouds

> LParser page and saw his 'Emerald City' series (see
> http://www.xs4all.nl/~ljlapre/ec.htm ). This inspired me to do something
> similar ... or try at least.
>         This is the firstish attempt that I like. The presence/absence, texture
> and rotation of each small cube in the shell of a larger cube is
> determined by the value of a bozo pattern at it's centre. How I did this
> will be left as an exercise for the reader. Any guesses? Suffice to say,
> I couldn't figure out how to do it with standard PoV but used SuperPatch
> functionality.
>         Since this is an experiment, I thought it should go on a bit of low
> grade graph paper, not the nice crisp and clean bits other people seem
> to like :-)
> 
>         Let me know what you think ...
> 
>         Bye for now,
>                 Mike Andrews.

I like the very ruinious look it has. Like a bombed out building.

-- 
Ken Tyler -  1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Simon de Vet
Subject: Re: Abstract experiment ... (113KB pre-upload)
Date: 11 Oct 1999 16:45:36
Message: <38024C85.35E008D6@istar.ca>
Ken wrote:

> Michael Andrews wrote:
>
> >         Let me know what you think ...
>
> I like the very ruinious look it has. Like a bombed out building.

I like it too!

What might be interesting is a solid cube like this, rather than just the walls of
the cube.

A block with holes, rather than a room with holes... does this make any sense?


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From: Ken
Subject: Re: Abstract experiment ... (113KB pre-upload)
Date: 11 Oct 1999 16:49:11
Message: <38024D0D.50E90F72@pacbell.net>
Simon de Vet wrote:

> What might be interesting is a solid cube like this, rather than just the walls of
> the cube.
> 
> A block with holes, rather than a room with holes... does this make any sense?

Cubical decimation of a solid cube ?

-- 
Ken Tyler -  1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Chris Huff
Subject: Re: Abstract experiment ... (113KB pre-upload)
Date: 11 Oct 1999 17:08:07
Message: <38025231.286D4457@compuserve.com>
I did something very similar to this, but it used a custom patch of mine
with two new functions, eval_pattern and eval_pigment.
eval_pattern(pattern, point vector) gives the value of the pattern at a
certain point, and eval_pigment(pigment stuff, point vector) gives the
color of a pigment at a point.
Also, my version was a solid block(not just the faces), so it was like
seeing a physical representation of the pattern(although the isosurface
would do better for this). This means that it took a LOT of memory. :-)


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From: Margus Ramst
Subject: Re: Abstract experiment ... (113KB pre-upload)
Date: 11 Oct 1999 21:15:37
Message: <38028B8C.F6FD76A1@peak.edu.ee>
Michael Andrews wrote:
/.../
> 
> How I did this
> will be left as an exercise for the reader. Any guesses? Suffice to say,
> I couldn't figure out how to do it with standard PoV but used SuperPatch
> functionality.

Bozo height_field and trace()?
That's how I generated 2D Perlin noise values for a scene...

Margus


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From: Bob Hughes
Subject: Re: Abstract experiment ... (113KB pre-upload)
Date: 11 Oct 1999 22:00:39
Message: <38029647@news.povray.org>
Swiss cheese.


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From: Ross Litscher
Subject: Re: Abstract experiment ... (113KB pre-upload)
Date: 11 Oct 1999 22:11:42
Message: <380298de@news.povray.org>
this looks like my brain after my differential equations exam this morning.


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From: Michael Andrews
Subject: Re: Abstract experiment ... (113KB pre-upload)
Date: 12 Oct 1999 07:16:54
Message: <3803187D.EF6AED4E@reading.ac.uk>
"We have a winner !!!"

Ha! And I thought I was being oh-so-clever :-)

The great thing about Ron's trace() function is that you only have to
#declare an object, you don't have to instanciate(sp?) it. So I just
redeclared a height_field { pattern ... } object at each loop up the
y-axis and trace() at each x and z position to get the height offset.

I'll put the source in p.t.s-f in case anyone is interested.

	Bye for now,
		Mike Andrews.

Margus Ramst wrote:
> 
> Michael Andrews wrote:
> /.../
> >
> > How I did this
> > will be left as an exercise for the reader. Any guesses? Suffice to say,
> > I couldn't figure out how to do it with standard PoV but used SuperPatch
> > functionality.
> 
> Bozo height_field and trace()?
> That's how I generated 2D Perlin noise values for a scene...
> 
> Margus


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