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From: Thomas Lake
Subject: How I made the Maze Ball Image.
Date: 19 Jul 2000 00:35:31
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. 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.

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


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From: Gilles Tran
Subject: Re: How I made the Maze Ball Image.
Date: 19 Jul 2000 04:00:31
Message: <39755F47.A6FAC6A@inapg.inra.fr>
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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From: Thomas Lake
Subject: Re: How I made the Maze Ball Image.
Date: 19 Jul 2000 15:28:32
Message: <39760222.CAF83601@home.com>
Thanks for letting me know! Unfortunately Isosurfaces are beyond me:-( I really
need to learn more Math, though I am in grade 12.

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: 19 Jul 2000 15:29:11
Message: <39760249.ABC24954@home.com>
Man you images are incredible!!!

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: Steve
Subject: Re: How I made the Maze Ball Image.
Date: 19 Jul 2000 18:35:00
Message: <slrn8nca62.g96.steve@zero-pps.localdomain>
On Wed, 19 Jul 2000 12:31:46 -0700, 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 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. 

-- 
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

or  http://start.at/zero-pps

 10:41pm  up 4 days, 21:07,  2 users,  load average: 1.64, 1.40, 1.22


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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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