POV-Ray : Newsgroups : povray.binaries.images : How I made the Maze Ball Image. Server Time
2 Oct 2024 00:19:52 EDT (-0400)
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From: Gilles Tran
Subject: Re: How I made the Maze Ball Image.
Date: 20 Jul 2000 13:17:02
Message: <3977333B.17D083D7@inapg.inra.fr>
Thomas Lake wrote:

> Thanks for letting me know! Unfortunately Isosurfaces are beyond me:-( I really
> need to learn more Math, though I am in grade 12.

Don't let the x, y and z in isosurfaces scare you ! It's quite possible to do nice
stuff with them without really knowing the math behind. (BTW, learning to use
isosurfaces can be a nice way to learn math...).
There's a lot of material ready to use, just look in p.text.scene-files and in the
links below :

Mike Williams' http://www.econym.demon.co.uk
Fabien Mosen's http://users.skynet.be/bs936509/iso/iso-tut.htm (in French, but lots
of examples)

(note : is there a current URL for SamuelT isosurface tutorial page ?)

G.



>
> Gilles Tran wrote:
>
> > Thomas Lake wrote:
> >
> > > What I did was I downloaded a Maze making program off the internet,
> > > these just make 2D mazes. Then I saved the images and went into
> > > Photoshop to play with the image, adding Gausian Blurring until I got a
> > > good heightfield image. Then I saved it as a TGA file and went into
> > > HF-Lab, there I previewed the image and saved it. Then I used Orb-Cyl to
> > > take the TGA heighfield to map it around a sphere. I used RAW output.
> > > Then I opened the RAW file in Rhino 3D and exported Moray/Povray UDO/INC
> > > files.
> >
> > Another way to do this is isosurfaces (with Megapov) :
> >
> > #declare r0=0.2;
> > #declare hfs=function{pigment{image_map{png "mazepic" map_type 1 interpolate
> > 2} }}
> > #declare Maze=isosurface{function{x*x+y*y+z*z + r0*(1 - hfs(x,y,z))}
> > threshold 1 eval max_gradient 60 contained_by{sphere{0,1}} texture{txtMaze}}
> >
> > (the max_gradient may have to be changed)
> > (http://www.mediaport.net/Artichaud/Tran/english/gtp1214e.htm)
> >
> > Also, there's a great maze pigment function by SamuelT (look for "Re:Tuesday
> > evening enigma", Feb 10, 2000) that can be used to generate the map.
> >
> > Possibly, it could be done in one pass (without the blurring of the maze
> > texture), but I haven't tried it.
> >
> > G.
>
> --
> Come visit my web site:-) : http://www.geocities.com/~thomaslake/


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From: Thomas Lake
Subject: Re: How I made the Maze Ball Image.
Date: 20 Jul 2000 14:39:00
Message: <39774807.E957D3D8@home.com>
Thanks:-)

Gilles Tran wrote:

> Thomas Lake wrote:
>
> > Thanks for letting me know! Unfortunately Isosurfaces are beyond me:-( I really
> > need to learn more Math, though I am in grade 12.
>
> Don't let the x, y and z in isosurfaces scare you ! It's quite possible to do nice
> stuff with them without really knowing the math behind. (BTW, learning to use
> isosurfaces can be a nice way to learn math...).
> There's a lot of material ready to use, just look in p.text.scene-files and in the
> links below :
>
> Mike Williams' http://www.econym.demon.co.uk
> Fabien Mosen's http://users.skynet.be/bs936509/iso/iso-tut.htm (in French, but lots
> of examples)
>
> (note : is there a current URL for SamuelT isosurface tutorial page ?)
>
> G.
>
> >
> > Gilles Tran wrote:
> >
> > > Thomas Lake wrote:
> > >
> > > > What I did was I downloaded a Maze making program off the internet,
> > > > these just make 2D mazes. Then I saved the images and went into
> > > > Photoshop to play with the image, adding Gausian Blurring until I got a
> > > > good heightfield image. Then I saved it as a TGA file and went into
> > > > HF-Lab, there I previewed the image and saved it. Then I used Orb-Cyl to
> > > > take the TGA heighfield to map it around a sphere. I used RAW output.
> > > > Then I opened the RAW file in Rhino 3D and exported Moray/Povray UDO/INC
> > > > files.
> > >
> > > Another way to do this is isosurfaces (with Megapov) :
> > >
> > > #declare r0=0.2;
> > > #declare hfs=function{pigment{image_map{png "mazepic" map_type 1 interpolate
> > > 2} }}
> > > #declare Maze=isosurface{function{x*x+y*y+z*z + r0*(1 - hfs(x,y,z))}
> > > threshold 1 eval max_gradient 60 contained_by{sphere{0,1}} texture{txtMaze}}
> > >
> > > (the max_gradient may have to be changed)
> > > (http://www.mediaport.net/Artichaud/Tran/english/gtp1214e.htm)
> > >
> > > Also, there's a great maze pigment function by SamuelT (look for "Re:Tuesday
> > > evening enigma", Feb 10, 2000) that can be used to generate the map.
> > >
> > > Possibly, it could be done in one pass (without the blurring of the maze
> > > texture), but I haven't tried it.
> > >
> > > G.
> >
> > --
> > Come visit my web site:-) : http://www.geocities.com/~thomaslake/

--
Come visit my web site:-) : http://www.geocities.com/~thomaslake/


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From: Gail Shaw
Subject: Re: How I made the Maze Ball Image.
Date: 21 Jul 2000 02:50:05
Message: <3977f29d@news.povray.org>
Thomas Lake wrote in message <397530D0.859D1020@home.com>...
>Since a number of you have asked how I made that image here is a very
>rough description.
>
>What I did was I downloaded a Maze making program off the internet,
>these just make 2D mazes.

Link please

thanks

Gail
********************************************************************
* gsh### [at] monotixcoza              * Reality.dat not found         *
* http://www.rucus.ru.ac.za/~gail/ * Attempting to reboot universe *
********************************************************************
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From: Moon47
Subject: Re: How I made the Maze Ball Image.
Date: 22 Jul 2000 18:24:05
Message: <3978D09D.FF19CA37@earthlink.net>
Actually, if you read and understand one of the isosurface tutorials, I
find trial and error to be the best method for learning... You may surpass
yourself and excel in areas where you thought yourself to be lacking..,
Maybe you can show up your classmates...
=)

Good Luck...

Thomas Lake wrote:

> > Thanks for letting me know! Unfortunately Isosurfaces are beyond me:-(
> > I really need to learn more Math, though I am in grade 12.

Chris Huff wrote:

> Isosurfaces really don't require any advanced math...just simple algebra
> and the ability to predict the points where an equation will be equal to
> a certain value. A little knowledge of trigonometry could help, but
> isn't really necessary.


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From: Moon47
Subject: Re: How I made the Maze Ball Image.
Date: 22 Jul 2000 23:58:15
Message: <39791EF3.590D9514@earthlink.net>
I am not finding anything about mazes i will look again...

Gilles Tran wrote:

> Thomas Lake wrote:
>
> > What I did was I downloaded a Maze making program off the internet,
> > these just make 2D mazes. Then I saved the images and went into
> > Photoshop to play with the image, adding Gausian Blurring until I got a
> > good heightfield image. Then I saved it as a TGA file and went into
> > HF-Lab, there I previewed the image and saved it. Then I used Orb-Cyl to
> > take the TGA heighfield to map it around a sphere. I used RAW output.
> > Then I opened the RAW file in Rhino 3D and exported Moray/Povray UDO/INC
> > files.
>
> Another way to do this is isosurfaces (with Megapov) :
>
> #declare r0=0.2;
> #declare hfs=function{pigment{image_map{png "mazepic" map_type 1 interpolate
> 2} }}
> #declare Maze=isosurface{function{x*x+y*y+z*z + r0*(1 - hfs(x,y,z))}
> threshold 1 eval max_gradient 60 contained_by{sphere{0,1}} texture{txtMaze}}
>
> (the max_gradient may have to be changed)
> (http://www.mediaport.net/Artichaud/Tran/english/gtp1214e.htm)
>
> Also, there's a great maze pigment function by SamuelT (look for "Re:Tuesday
> evening enigma", Feb 10, 2000) that can be used to generate the map.
>
> Possibly, it could be done in one pass (without the blurring of the maze
> texture), but I haven't tried it.
>
> G.


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