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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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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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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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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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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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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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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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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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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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>
> 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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