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Just a sample scene for the new combination of different patches. See
things on: http://www.schunter.etc.tu-bs.de/~chris/povcyg.html
and my posting in p.u.p for details.
The cloth was made with Christophe Bouffartigue's Clothray patch (it's
strongly based on the sample scene), the sphere uses a PovMan shader
(based on the one david gemelli posted on 16 Jan 2001) The yellow stuff is
made with Chris Huff's particle system patch.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Preview of image 'mcp01.jpg'
![mcp01.jpg](/povray.binaries.images/attachment/%3C3AA2707C.CC717FC2%40gmx.de%3E/mcp01.jpg?ttop=443840&toff=11200&preview=1)
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On Sun, 04 Mar 2001 17:42:36 +0100, Christoph Hormann
<chr### [at] gmx de> wrote:
>
>Just a sample scene for the new combination of different patches. See
>
>things on: http://www.schunter.etc.tu-bs.de/~chris/povcyg.html
>
>and my posting in p.u.p for details.
>
>The cloth was made with Christophe Bouffartigue's Clothray patch (it's
>strongly based on the sample scene), the sphere uses a PovMan shader
>(based on the one david gemelli posted on 16 Jan 2001) The yellow stuff is
>made with Chris Huff's particle system patch.
>
>Christoph
I like, probably because it reminds me of my girlfriend eating :-)
(Not quite as bad as this, but she does make a mess.)
_ __ __ _
\/ \ Justin Whitton / \/
_/\__/ mail: jus### [at] rayjay clara co uk \__/\_
\/ \ web: www.rayjay.clara.co.uk / \/
_/\__/\MSN Messenger ID:msn### [at] rayjay clara co uk/\__/\_
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Looks nice!
looking at the cloth makes me feel a little bit drunk ;-))
best wishes,
Robert
Christoph Hormann schrieb:
> Just a sample scene for the new combination of different patches. See
>
> things on: http://www.schunter.etc.tu-bs.de/~chris/povcyg.html
>
> and my posting in p.u.p for details.
>
> The cloth was made with Christophe Bouffartigue's Clothray patch (it's
> strongly based on the sample scene), the sphere uses a PovMan shader
> (based on the one david gemelli posted on 16 Jan 2001) The yellow stuff is
> made with Chris Huff's particle system patch.
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmx de>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
>
> ------------------------------------------------------------------------
> [Image]
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>
> Looks nice!
> looking at the cloth makes me feel a little bit drunk ;-))
>
Thanks, i forgot to mention that the cloth texture uses the new blur
pattern.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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in <3AA2853E.E259C4D8@gmx.de> Christoph Hormann wrote:
>Thanks, i forgot to mention that the cloth texture uses the new blur
>pattern.
>
Christoph,
how does the combination object_pattern + blurr_pattern compare to the
proximity_pattern? Speedwise and for turning an object into pattern
usable for an isosurface.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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ingo wrote:
>
> how does the combination object_pattern + blurr_pattern compare to the
> proximity_pattern? Speedwise and for turning an object into pattern
> usable for an isosurface.
>
That's one of the things i was going to check, but i did not yet have time
to do so. Anyway right now there are only non adaptive blurring methods
implemented and therefore it is quite slow when using a lot of samples.
I already started to write a recursive algorithm only taking additional
samples if the values differ, but i did not yet finish it.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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In article <3AA291F9.3E734EF6@gmx.de>, Christoph Hormann
<chr### [at] gmx de> wrote:
> That's one of the things i was going to check, but i did not yet have time
> to do so. Anyway right now there are only non adaptive blurring methods
> implemented and therefore it is quite slow when using a lot of samples.
>
> I already started to write a recursive algorithm only taking additional
> samples if the values differ, but i did not yet finish it.
I had done a pattern blurring patch before, but got stuck trying to
figure out a good way to get smooth blurring without a huge number of
samples. I don't know how suitable it is for isosurfaces, there are
still areas with infinite gradient. I think I can figure out a way to
get smooth blurring, though...
My patch worked differently, it was a pattern modifier, like the
waveform modifiers. I never thought of implementing it as another
pattern...seems like a good idea, especially in the case of block
patterns, which wouldn't be block patterns any more after being blurred.
I would suggest a different keyword, though..."blur_pattern", for
example.
One question: why do you still have the "grad" pattern, which should be
possible with the "warp_pattern" pattern?
Also, I would suggest that "visibility" be a separate pattern...it
doesn't seem to fit in with the object pattern, and would be better off
not being a block pattern. Incorporating distance would be a useful
feature.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Chris Huff wrote:
>
> I had done a pattern blurring patch before, but got stuck trying to
> figure out a good way to get smooth blurring without a huge number of
> samples. I don't know how suitable it is for isosurfaces, there are
> still areas with infinite gradient. I think I can figure out a way to
> get smooth blurring, though...
That would be interesting, i can't imagine a method right now that would
do this without a lot of samples. Adaptive sampling would help a lot IMO,
esp. woth block patterns, but it's quite difficult to implement.
> My patch worked differently, it was a pattern modifier, like the
> waveform modifiers. I never thought of implementing it as another
> pattern...seems like a good idea, especially in the case of block
> patterns, which wouldn't be block patterns any more after being blurred.
> I would suggest a different keyword, though..."blur_pattern", for
> example.
I don't like too much typing :-)
Seriously, i think the '_pattern' stuff started with pigment_pattern where
it's a good idea, like for warp_pattern too, but i'm not sure if that
should be continued with all patterns.
>
> One question: why do you still have the "grad" pattern, which should be
> possible with the "warp_pattern" pattern?
It was written before :-)
i will probably check if there is a difference in speed and take it out if
it's negligible.
>
> Also, I would suggest that "visibility" be a separate pattern...it
> doesn't seem to fit in with the object pattern, and would be better off
> not being a block pattern. Incorporating distance would be a useful
> feature.
>
There is already a seperate visibility pattern, but i did not yet include
it in the documentation, because it's quite preliminary.
try:
pigment {
visibility {
object { test_Obj }
direction z
}
}
Right now the effect of the object pattern with visibility can not be
identically achieved with the seperate visibility pattern.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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In article <3AA2A38A.28F03C1C@gmx.de>, Christoph Hormann
<chr### [at] gmx de> wrote:
> That would be interesting, i can't imagine a method right now that would
> do this without a lot of samples. Adaptive sampling would help a lot IMO,
> esp. woth block patterns, but it's quite difficult to implement.
I'll take a look at your source code, and see if I can make it use my
method...and if my method will work. With luck, you will see some sample
images from me soon (and a description of the algorithm, of course). :-)
> Seriously, i think the '_pattern' stuff started with pigment_pattern where
> it's a good idea, like for warp_pattern too, but i'm not sure if that
> should be continued with all patterns.
I think it makes sense in this case...actually, "blurred_pattern" seems
even better. Just plain "blur" seems kind of ambiguous...it doesn't seem
as apparent that the *pattern* is what is being blurred.
> There is already a seperate visibility pattern, but i did not yet include
> it in the documentation, because it's quite preliminary.
Alright...I just downloaded the source code, and will probably integrate
your stuff into MegaPOV+. (it will be the last thing added, though, in
case you release a new version before I complete MP+)
> Right now the effect of the object pattern with visibility can not be
> identically achieved with the seperate visibility pattern.
Now *that* has some potential for confusion...
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Chris Huff wrote:
>
> I think it makes sense in this case...actually, "blurred_pattern" seems
> even better. Just plain "blur" seems kind of ambiguous...it doesn't seem
> as apparent that the *pattern* is what is being blurred.
>
All right, since English is not my native language i will not argue that.
> Alright...I just downloaded the source code, and will probably integrate
> your stuff into MegaPOV+. (it will be the last thing added, though, in
> case you release a new version before I complete MP+)
Will that be based on Megapov 0.7 ?
Integrating your particle system patch I also saw that some other things
were not yet included in Megapov like the curvature pattern. What's the
reason?
>
> Now *that* has some potential for confusion...
>
Yeah :-)
While the 'shadows' in the object pattern with visibility are infinitely
long, the value raises to 1 at the length of the distance vector in the
visibility pattern.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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