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> Doug Eichenberg wrote:
>
> This is my first test run of a macro I wrote to generate "blobscapes."
> This one is a single blob composed of 763200 spheres.
>
> Peak memory used: 247 Meg
> Parse time: 40 minutes 39 seconds
> Trace time: 4 hours 38 minutes 2 seconds
> (640x480 no aa no radiosity)
>
> I think I may have succeeded in creating the most innofficient,
> memory-and-time-consuming macro ever.
>
Doesn't look bad at all, but isosurfaces are probably more effective for such a
thing. It would not be slower in many cases, and has nearly no parsing time and
memory requirements.
How did you place the blob components? eval_pigment?
BTW, please don't post html next time.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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In article <39bb4495@news.povray.org>, "Doug Eichenberg"
<dou### [at] nlsnet> wrote:
> This is my first test run of a macro I wrote to generate "blobscapes."
> This one is a single blob composed of 763200 spheres.
It has an interesting look to it, like some kind of strange geological
formation in a dry seabed. It might be interesting how an isosurface
using this in a blob pattern would work...
It would probably be faster rendering than a blob object, at least, if
you use a blob object as input instead of entering the components
directly into the pattern(the blob object has internal bounding, the
blob pattern does not...but it does have the ability to use blob
objects, at least, it does in MegaPOVPlus).
> I think I may have succeeded in creating the most innofficient,
> memory-and-time-consuming macro ever.
In order to do that, it would have to beat my POV-Script liquid
simulator, complete with inter-particle forces. I eventually abandoned
developing it after a 3 hour parse.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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--
- Doug Eichenberg
http://www.getinfo.net/douge
dou### [at] nlsnet
"Thomas Lake" <tla### [at] homecom> wrote in message
news:39BB4826.178D1611@home.com...
> Hmm neat looking image but if you don't mind me asking, why blobscapes?
> There are many, more accurate and faster methods to produces landscapes,
> HF's and isosurfaces for example.
I think it just has a neat look to it. I plan on adding random rock
formations, kind of
like Jaimes stalagmites/stalactites in the wilderness round.
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--
- Doug Eichenberg
http://www.getinfo.net/douge
dou### [at] nlsnet
> Doesn't look bad at all, but isosurfaces are probably more effective for
such a
> thing. It would not be slower in many cases, and has nearly no parsing
time and
> memory requirements.
I haven't really messed with isosurfaces. I don't think they would be able
to produce a random landscape like this. This one takes a seed value and
creates a new landscape each time, and it allows you to control maximum
height, rate of ascent/descent in height, etc.
> How did you place the blob components? eval_pigment?
I came up with a formula where the height of each spherical component is
based on the height of the points around it, and has a random chance of
moving up or down by a percentage of the average of those heights. The
height of each component is stored in an array.
> BTW, please don't post html next time.
Ooops... sorry!
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--
- Doug Eichenberg
http://www.getinfo.net/douge
dou### [at] nlsnet
> It has an interesting look to it, like some kind of strange geological
> formation in a dry seabed. It might be interesting how an isosurface
> using this in a blob pattern would work...
> It would probably be faster rendering than a blob object, at least, if
> you use a blob object as input instead of entering the components
> directly into the pattern(the blob object has internal bounding, the
> blob pattern does not...but it does have the ability to use blob
> objects, at least, it does in MegaPOVPlus).
I really haven't messed around with iso's yet.
> In order to do that, it would have to beat my POV-Script liquid
> simulator, complete with inter-particle forces. I eventually abandoned
> developing it after a 3 hour parse.
Ouch.
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Doug Eichenberg wrote:
>
> I haven't really messed with isosurfaces. I don't think they would be able
> to produce a random landscape like this. This one takes a seed value and
> creates a new landscape each time, and it allows you to control maximum
> height, rate of ascent/descent in height, etc.
>
Of course it would be difficult to achieve those "sphere structures" with an
isosurfaces, but in general they are much more flexible. Control of maximum
height and slope is not difficult at all.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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Neat! a landscape made with blobs; I think you should call it a
blobscape :-)
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Wow
An HTML post and Netscape can't read it at all.. must have an
improperly closed table or something, but it shows up in teh reply
window... very strange.
I like the image, and it has possibilites, but I can see how lots of
components show up to low to be seen. You might be able to improve the
algorithm some by focusing it on the surface... then again, you may be
doing that already.
Keep up the good work. I'd like to see this go places. I tried the same
thing a while ago to make water dropelts, and with some settings it made
a nice little villiage as welll.
Josh
Doug Eichenberg wrote:
> This is my first test run of a macro I wrote to generate
> "blobscapes."This one is a single blob composed of 763200
> spheres. Peak memory used: 247 MegParse time: 40 minutes 39
> secondsTrace time: 4 hours 38 minutes 2 seconds(640x480 no aa no
> radiosity) I think I may have succeeded in creating the most
> innofficient,memory-and-time-consuming macro ever.
> --
> - Doug Eichenberg
> http://www.getinfo.net/douge
> dou### [at] nlsnet
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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Hey, not that's a good idea. I think that's what I'll call it.
;)
"Libellule" <lib### [at] insectesnet> wrote in message
news:39BC6380.4F8D0B78@insectes.net...
> Neat! a landscape made with blobs; I think you should call it a
> blobscape :-)
>
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"Josh English" <eng### [at] spiritonecom> wrote in message
news:39BCFEB4.90F8B2EA@spiritone.com...
> Wow
> An HTML post and Netscape can't read it at all.. must have an
> improperly closed table or something, but it shows up in teh reply
> window... very strange.
Sorry 'bout that HTML thing... I know you guys don't like that here!
> I like the image, and it has possibilites, but I can see how lots of
> components show up to low to be seen. You might be able to improve the
> algorithm some by focusing it on the surface... then again, you may be
> doing that already.
The first version used one sphere for each spot in the array (each blobscape
is an array of height values), but looked really bad. I changed it so that
each field in the array is turned into a number of spheres (some of which
are
hidden from view).
> Keep up the good work. I'd like to see this go places. I tried the same
> thing a while ago to make water dropelts, and with some settings it made
> a nice little villiage as welll.
Thanks!
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