POV-Ray : Newsgroups : povray.binaries.images : Noise3d and Megapov 0.5 Server Time
2 Oct 2024 08:19:56 EDT (-0400)
  Noise3d and Megapov 0.5 (Message 24 to 33 of 43)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Jerome
Subject: Re: Noise3d and Megapov 0.5
Date: 29 Jun 2000 09:23:37
Message: <395B4DD8.9626CC2F@iname.com>
> What is the exact math you are using? I am interested in adapting this
> as a waveform...there are a few other patterns that could use something
> like this. My blob pattern for instance.
> 
	atan(x*M_PI_2)/M_PI_2

	Everything is brought into the [-1, 1] range. Order is
preserved and it is very near identity around 0...

		Jerome
-- 

* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde...                  * http://www.enst.fr/~jberger
*******************************


Post a reply to this message

From: Warp
Subject: Re: Noise3d and Megapov 0.5
Date: 29 Jun 2000 09:46:06
Message: <395b531e@news.povray.org>
This thread has been turned into an almost-flame-war when discussing about
which method is better.
  I would like to give an additional point of view besides the ones I have
already made. And it's related to those images.
  If we think about it, the regular noise3d gives smooth bumps and it can be
used, for example, to get a water surface with little waves. I have used
bozo (which uses the noise3d function) many times when making water.
  The noise3d in the official povray is scaled too big, so it has been scaled
correctly in megapov. Noise3d can still be used to get the same water effect
than before, but without the possible plateaus.
  Your patch, however, tries to keep the height of the original noise3d but
"smoothing" those plateaus. This, of course, changes the smoothness of the
function.
  Now tell me honestly: Which one of those images, the second or the third,
looks better if you think about it as a water surface?
  If you are completely honest, you will admit that the third image has
preserved better this feature of the noise3d function. If you imagine the
second image as a water surface, it looks quite unnatural, while the third
image looks much better.
  If it was unclear to you what are the (or my) requisites for noise3d, this
should give an idea of it.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


Post a reply to this message

From: Bob Hughes
Subject: Re: Noise3d and Megapov 0.5
Date: 29 Jun 2000 10:23:47
Message: <395b5bf3@news.povray.org>
"Warp" <war### [at] tagpovrayorg> wrote in message news:395b531e@news.povray.org...
|  Which one of those images, the second or the third,
| looks better if you think about it as a water surface?

I wasn't asked, directly anyway, but I have to agree that Jerome's method is
different and that the most water-worthy is the currently used noise3d in
MegaPov, plus a little scaling up of y and not x and z.
It really comes down to the wire when you need a definition of what noise3d is
actually supposed to be in the first place, which I assume is a common pattern
algorithm(?).  A quick search and I found a web page listing many patterns:
http://www.cinegrfx.com/tour/opbox-descriptions/Patterns.html  for a program
called GenShade which outputs shaders for Renderman, BMRT... too bad they
don't list the equations  :-)
Anyhow, I have to say that the "bump-like" quality of Jerome's patch is a
different animal--- for all I know about it, which is nothing.  noise3d seems
to be soley based on fairly even-sloping undulation.

Bob


Post a reply to this message

From: Philippe Debar
Subject: Re: Noise3d and Megapov 0.5
Date: 29 Jun 2000 10:45:41
Message: <395b6115@news.povray.org>
"Bob Hughes" <per### [at] aolcom?subject=PoV-News:> wrote in message
news:395a1633@news.povray.org...
> Hmm, and others might call that scripting clutter to have so many keywords
> which are basically the same thing having personal distinctions about how
they
> ought to work. Not that I'm against more additions or anything, just that
> there must be a correct way and incorrect way a feature works.

I perceive the mathematical correctness you refer to, but in this case that
has nothing to do with what you do with the pattern. The way I see things,
there is no "correct" way to behave for patterns/functions : they are just
tools you use to model. The more tools you have, the better (but I prefer
one tool with much flexibility to a clutter of near identical specialised
ones). Even for features for which physical/mathematical correctness is
important (imho), like highlights, lighting model or radiosity, some variety
is good.

Now, there is one thing I do not know and which may invalidate to my own
eyes what I just wrote : is bumps a standard keyword/function with a
excepted and well defined behaviour in the cg world? If so, it would be
better if the bumps keyword was reserved for that behaviour. Otoh, modifiers
or other keywords would still be a bonus for other sorts of bumps.


> For instance
> you wouldn't want two 'color' keywords, one that is the way it is now and
> another that inverts the rgb into bgr?

<g> there are two color keywords : "color" & "colour" </g>
I think there is a very important difference here : if someone has a bgr
colour, he does not have much work to do to use the standard (in pov and in
the cg world) rgb colour; but I do not know how one could easily use
Megapov's corrected bumps to make a pov's bumps or a Jerome's bumps.


> Sorry, I realize I'm chiseling at a valid point you're making.

mmh
So am I, so am I.


> The various
> ways everything is done should be within reason or it would be out of
control
> I believe. Priority needs to go to physical correctness and I have no
qualms
> about that, even if the breaking of old scenes is caused. All this has
been
> rehashed again and again, sorry for this redundant message.

Many things are rehashed forever, and people do not seem to bore (I speak of
people as a whole, not of particular individuals). (Things like art, death,
beauty, moral, gun control, God(s), MSWindows vs. Linux, bumps, ...)


> All keywords being able work together would mean a consolidation of the
> programs source I guess. Maybe that could be something planned for version
> 4.0 at least. Just as long as there isn't straggler code in it like
> acceptance of POV-Ray 1.0 or 2.0 syntax. '#version' is obviously only a
> compatibility feature, having no redeeming value other than to confine
parts
> of source code to their respective areas. Anyway, I'm only interested in
all
> of this from afar, it's not something I know about from the inside.

My own <repetition> I still think that Pov could use some syntax rewritings
</repetition>.


Povingly,

Philippe


Post a reply to this message

From: Chris Huff
Subject: Re: Noise3d and Megapov 0.5
Date: 29 Jun 2000 11:30:44
Message: <chrishuff-66E8D2.10304829062000@news.povray.org>
In article <395b6115@news.povray.org>, "Philippe Debar" 
<phi### [at] hotmailcom> wrote:

> I perceive the mathematical correctness you refer to, but in this 
> case that has nothing to do with what you do with the pattern. The 
> way I see things, there is no "correct" way to behave for 
> patterns/functions...

Well, the problem with the old noise3d() and bozo was that it was that 
the plateaus were limiting their usefulness in isosurfaces, height 
fields, normals, etc.


> ...is bumps a standard keyword/function with a excepted and well 
> defined behaviour in the cg world? If so, it would be better if the 
> bumps keyword was reserved for that behaviour. 

"bumps" isn't standard, but this type of noise is a commonly used 
feature.
However, it isn't a standard. As far as I know, the only requirement is 
that it is a pseudo-random smoothly changing function which is 
relatively uniform at large scales.


> ...I do not know how one could easily use Megapov's corrected bumps 
> to make a pov's bumps or a Jerome's bumps.

Just extend the colors at each end of the color_map(compressing the 
other values toward the center), so there is an area of flat color at 
each end, and you will end up with plateaus just like the official 
version's. Making it more like Jerome's would be a bit more work, but I 
think it could be done easily as a waveform or isosurface function.


> Many things are rehashed forever, and people do not seem to bore (I 
> speak of people as a whole, not of particular individuals). (Things 
> like art, death, beauty, moral, gun control, God(s), MSWindows vs. 
> Linux, bumps, ...)

You forgot MSWindows vs. Macintosh. And the meaning of the answer to the 
Ultimate Question. :-)


> My own <repetition> I still think that Pov could use some syntax 
> rewritings </repetition>.

You are not alone...I would prefer a completely different way of 
layering textures, and a slightly different syntax for 
patterns...#for(;;) loops, #set, etc would also be nice.

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


Post a reply to this message

From: Bob Hughes
Subject: Re: Noise3d and Megapov 0.5
Date: 29 Jun 2000 13:46:05
Message: <395b8b5d@news.povray.org>
"Philippe Debar" <phi### [at] hotmailcom> wrote in message
news:395b6115@news.povray.org...
|
| > For instance
| > you wouldn't want two 'color' keywords, one that is the way it is now and
| > another that inverts the rgb into bgr?
|
| <g> there are two color keywords : "color" & "colour" </g>

You cornered me on that one  :-)

| My own <repetition> I still think that Pov could use some syntax rewritings
| </repetition>.

Sigh.  No doubt all the more as time goes on.  I'm content to try any changes,
but I'll never hack at the POV-Ray source code to make changes like 'phong'
into "gloss" and 'phong_size' into "gloss_size" ever again.  That was pretty
bad having to change a lot of my previously done scenes and break so many
others.

Bob


Post a reply to this message

From: Ken
Subject: Re: Noise3d and Megapov 0.5
Date: 29 Jun 2000 14:24:15
Message: <395B9350.2299A357@pacbell.net>
Bob Hughes wrote:

> It really comes down to the wire when you need a definition of what noise3d is
> actually supposed to be in the first place, which I assume is a common pattern
> algorithm(?).  A quick search and I found a web page listing many patterns:
> http://www.cinegrfx.com/tour/opbox-descriptions/Patterns.html  for a program
> called GenShade which outputs shaders for Renderman, BMRT... too bad they
> don't list the equations  :-)

noise3d is commonly reffered to as "perlin noise". You can find a good
description of it at Hugo's site -

http://freespace.virgin.net/hugo.elias/models/m_perlin.htm

A web search will un doubtably return other good results. If you are
really interested in noise functions I also recomment searching through
the RTNews archives at -

http://www.acm.org/tog/resources/RTNews/html/ 

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


Post a reply to this message

From: Bob Hughes
Subject: Re: Noise3d and Megapov 0.5
Date: 29 Jun 2000 15:17:31
Message: <395ba0cb@news.povray.org>
Thanks Ken... I think.  Guess using "noise3d" alone as a search keyword wasn't
so great an idea before or I just didn't look long enough.

Bob


Post a reply to this message

From: Mark Wagner
Subject: Re: Noise3d and Megapov 0.5
Date: 30 Jun 2000 02:43:27
Message: <395c418f@news.povray.org>
Ken wrote in message <395B9350.2299A357@pacbell.net>...
>noise3d is commonly reffered to as "perlin noise". You can find a good
>description of it at Hugo's site -


noise3d is actually a single octave of perlin noise.  True perlin noise is
the sum of several sets of differently-scaled noise3d.

Mark


Post a reply to this message

From: Jerome
Subject: Re: Noise3d and Megapov 0.5
Date: 30 Jun 2000 04:52:59
Message: <395C5FEB.F8B1754A@iname.com>
Warp wrote:
> 
>   Now tell me honestly: Which one of those images, the second or the third,
> looks better if you think about it as a water surface?
>   If you are completely honest, you will admit that the third image has
> preserved better this feature of the noise3d function. If you imagine the
> second image as a water surface, it looks quite unnatural, while the third
> image looks much better.
>   If it was unclear to you what are the (or my) requisites for noise3d, this
> should give an idea of it.
> 
	Now, I understand better. Yes, you're right that Megapov's
gives a more "watery" surface. OTOH I still think that in
other cases, my version is better (notice that I never said
it was better as an absolute, but only that there were
points where it was doing better ond other where it's not so
good). Now, the question remains: what do other people
think? If I'm the only one to see some good with my
function, I'll just shut up, but if enough people are
interrested, we should discuss how best to include both...

		Jerome
-- 

* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde...                  * http://www.enst.fr/~jberger
*******************************


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.