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From: Pabs
Subject: Re: How I made the Maze Ball Image.
Date: 19 Jul 2000 22:09:11
Message: <39765E99.46FEAFAC@hotmail.com>
Gilles Tran wrote:

> 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)

Really you should use image_pattern (esp with palletized images) because
image_map works differently to height-fields.
I found this out when I was trying to recreate a height-field scene with
isosurfaces (to make it smoother).  The lower parts (river) seemed to dip way
too much, which was because the values of red/green colours (used by image_map)
were lower than the palette index (used by image_pattern) and when I changed
over to image_pattern the correct shape occurred for both palette & rgb images.

--
Bye
Pabs


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From: Chris Huff
Subject: Re: How I made the Maze Ball Image.
Date: 20 Jul 2000 10:45:28
Message: <chrishuff-54FB01.09460220072000@news.povray.org>
In article <slr### [at] zero-ppslocaldomain>, 
ste### [at] zeroppsuklinuxnet wrote:
> Don't feel bad about that, I need to lear more maths, and I left 
> school 16 years ago and have done 8 years of further education (full 
> time) after that. I understand maths in my own way but then someone 
> like Chris Huff comes along and just blows my mind with the stuff he 
> understands at such an age.

I'm almost 18(within a week, actually)...and my math isn't *that* good. 
I still tend to blunder through things by trial and error, I only know 
what trigonometry I have learned by using POV-Ray, and I barely know 
what calculus *is*. :-(

-- 
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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From: Chris Huff
Subject: Re: How I made the Maze Ball Image.
Date: 20 Jul 2000 10:46:03
Message: <chrishuff-66C2A8.09463720072000@news.povray.org>
In article <39760222.CAF83601@home.com>, Thomas Lake <tla### [at] homecom> 
wrote:
> Thanks for letting me know! Unfortunately Isosurfaces are beyond me:-( 
> I really need to learn more Math, though I am in grade 12.

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.

-- 
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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From: Robert Günther
Subject: Re: How I made the Maze Ball Image.
Date: 20 Jul 2000 11:19:06
Message: <394F8BBC.3D0C3D1B@exmail.de>
Thomas Lake schrieb:

>
>  Then I used Orb-Cyl to
> take the TGA heighfield to map it around a sphere.
>
> --
> Come visit my web site:-) : http://www.geocities.com/~thomaslake/

may be a stupid question, but what is Orb-Cyl??

Robert


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From: Ken
Subject: Re: How I made the Maze Ball Image.
Date: 20 Jul 2000 11:29:10
Message: <3977195A.F691F4D0@pacbell.net>

> 
> Thomas Lake schrieb:
> 
> >
> >  Then I used Orb-Cyl to
> > take the TGA heighfield to map it around a sphere.
> >
> > --
> > Come visit my web site:-) : http://www.geocities.com/~thomaslake/
> 
> may be a stupid question, but what is Orb-Cyl??
> 
> Robert

It is a utility that will allow you to wrap a HF around a cylinder
ora sphere. It doesn't work like POV-Ray's HF object rather it
creates a mesh object to achieve the effect.

http://shell3.ba.best.com/~beale/gforge/

-- 
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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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 *
********************************************************************
* The best way to accelerate Windows NT is at 9.8 m/s^2      *
********************************************************************


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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.


Post a reply to this message

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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