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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.
Post a reply to this message
Attachments:
Download 'cubes2.jpg' (113 KB)
Preview of image 'cubes2.jpg'
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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/
Post a reply to this message
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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?
Post a reply to this message
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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/
Post a reply to this message
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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. :-)
Post a reply to this message
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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>
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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>
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this looks like my brain after my differential equations exam this morning.
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"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
Post a reply to this message
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