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Kind of a 3D height_field...each point is moved by an amount depending
on the color of a pigment at that point. I will post the source code if
anyone is interested.
--
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/
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Attachments:
Download '3dHF.jpg' (31 KB)
Preview of image '3dHF.jpg'
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From: SamuelT
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 24 Jun 2000 18:42:15
Message: <39553A05.9DB06DD4@aol.com>
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That's cool! I can't figure out a use for it right at the moment, except
looking neat :)
Chris Huff wrote:
> Kind of a 3D height_field...each point is moved by an amount depending
> on the color of a pigment at that point. I will post the source code if
> anyone is interested.
>
> --
> 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/
>
> [Image]
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
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From: Bob Hughes
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 24 Jun 2000 23:36:58
Message: <39557e5a@news.povray.org>
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"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-A9E786.15235224062000@news.povray.org...
| will post the source code if anyone is interested.
Like you even have to ask?
Must say that I don't quite understand this object. Were there sufficient
displacement from within the outer surface would that break through the
surface, or overlap along a surface? This here appears to never go beyond the
adjacent point, so I'm guessing it has a limitation in locations of points
regarding the neighboring points. I'm just making an observation, not being
critical.
Bob
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From: Rick
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 25 Jun 2000 10:15:17
Message: <395613f5@news.povray.org>
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can you do a jiggly cube animation with it?
Rick
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In article <395613f5@news.povray.org>, "Rick" <ric### [at] kitty5com> wrote:
> can you do a jiggly cube animation with it?
Actually, I already wrote the code for it and did a test render.
Unfortunately, I used too much motion, so it wasn't clearly visible,
though I fixed that.
It is quite simple, just use phase or translate the pigment.
--
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/
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In article <39557e5a@news.povray.org>, "Bob Hughes"
<per### [at] aolcom?subject=PoV-News:> wrote:
> Like you even have to ask?
I will post it in povray.text.scene-files. :-)
> Must say that I don't quite understand this object. Were there
> sufficient displacement from within the outer surface would that
> break through the surface, or overlap along a surface? This here
> appears to never go beyond the adjacent point, so I'm guessing it has
> a limitation in locations of points regarding the neighboring points.
> I'm just making an observation, not being critical.
Just imagine taking a 3D grid, getting the color of a pigment at each
"node", and moving that node a certain amount depending on the color.
I actually used the color vectors to store offset vectors, the color_map
interpolates between them.
I provided a variable to "scale" the amount of motion down. I can turn
it up so you end up with a unrecognizeable, tangled mess of cylinders
and spheres, or scale it down so you have a slightly jittered grid.
BTW, this also demonstrates a possible feature I have been thinking of
trying: some kind of "displacement" warp for textures, and maybe even
the ability to warp meshes(if I can figure out their code). Not quite
"displacement mapping", but close.
--
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
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From: Bob Hughes
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 25 Jun 2000 11:33:54
Message: <39562662@news.povray.org>
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"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-8E698B.10285625062000@news.povray.org...
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| I will post it in povray.text.scene-files. :-)
Thanks.
|
| Just imagine taking a 3D grid, getting the color of a pigment at each
| "node", and moving that node a certain amount depending on the color.
| I actually used the color vectors to store offset vectors, the color_map
| interpolates between them.
| I provided a variable to "scale" the amount of motion down. I can turn
| it up so you end up with a unrecognizeable, tangled mess of cylinders
| and spheres, or scale it down so you have a slightly jittered grid.
I think I understand that. rgb controlled, like "color vectors" in an object
placement sense.
Bob
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On Sun, 25 Jun 2000 10:28:56 -0500, Chris Huff <chr### [at] maccom>
wrote:
>BTW, this also demonstrates a possible feature I have been thinking of
>trying: some kind of "displacement" warp for textures,
Oh please do add this! It has been on my wishlist for years and I have
suggested it several times. I really hate myself for not being able to
program, argh!
>and maybe even
>the ability to warp meshes(if I can figure out their code). Not quite
>"displacement mapping", but close.
That shouldn't be necessary if the eval_* functions make it into the
official because I am sure Chris and Warp will come up with something
along the same lines.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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In article <t8iclscf4bgfanocg4hb9qpn02b1o9b5qs@4ax.com>, Peter Popov
<pet### [at] usanet> wrote:
> Oh please do add this! It has been on my wishlist for years and I have
> suggested it several times. I really hate myself for not being able to
> program, argh!
It is done. :-)
> >and maybe even
> >the ability to warp meshes(if I can figure out their code). Not quite
> >"displacement mapping", but close.
>
> That shouldn't be necessary if the eval_* functions make it into the
> official because I am sure Chris and Warp will come up with something
> along the same lines.
It is possible to do it with the eval_* and vwarp() functions...but the
patch parses a lot faster(I have a mostly complete patch...but it
doesn't quite work yet)
--
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/
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Chris Huff wrote:
>
> Kind of a 3D height_field...each point is moved by an amount depending
> on the color of a pigment at that point. I will post the source code if
> anyone is interested.
Interesting but I like to model this kind of thing by hand. It's more
challenging that way.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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