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From: Christoph Hormann
Subject: Re: Artifacts in blob (WAS: Deterministic method of iterated fractal generation)
Date: 16 Mar 2001 17:25:25
Message: <3AB292D6.24AD1A24@gmx.de>
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David Fontaine wrote:
>
> They don't show up because this has been resized (and cropped). I don't think
> it'd be max_trace, since the blob is opaque and nonreflective. Must be some
> sort of math accuracy thing? I attached a clip of the large version to show
> the spots.
>
Have you tried adding 'sturm' to the blob object? I remember i had
similar problems once, but i am not sure if it helped.
Nice picture BTW, any chance to see your IFS code? An universal include
file for such fractals would be quite useful...
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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From: David Fontaine
Subject: Re: Artifacts in blob (WAS: Deterministic method of iterated fractal generation)
Date: 16 Mar 2001 17:40:51
Message: <3AB295DD.895F1F36@faricy.net>
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Christoph Hormann wrote:
> Have you tried adding 'sturm' to the blob object? I remember i had
> similar problems once, but i am not sure if it helped.
I didn't know blob had such a thing. That could very well fix it. Thanks. (note to
self: RTFM)
> Nice picture BTW, any chance to see your IFS code? An universal include
> file for such fractals would be quite useful...
There's probably more I can do to make it more versatile and readable. It should be
up eventially, once I feel like it.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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From: Rick [Kitty5]
Subject: Re: Artifacts in blob (WAS: Deterministic method of iterated fractal generation)
Date: 16 Mar 2001 22:59:05
Message: <3ab2e109@news.povray.org>
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> They don't show up because this has been resized (and cropped). I don't
think
> it'd be max_trace, since the blob is opaque and nonreflective. Must be
some
> sort of math accuracy thing? I attached a clip of the large version to
show
> the spots.
try scaling your whole scene up by a factor of 10 or 100, it probably is
math accuracy
--
Rick
POV-Ray News & Resources - http://povray.co.uk
Kitty5 WebDesign - http://kitty5.com
Hi-Impact web site design & database driven e-commerce
TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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From: John M Dlugosz
Subject: Re: Deterministic method of iterated fractal generation
Date: 17 Mar 2001 00:55:36
Message: <3ab2fc58$1@news.povray.org>
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> Comments/criticisms please
>
'tis beautiful.
--John
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In article <3AB28A11.FF99E2B5@faricy.net>, David Fontaine
<dav### [at] faricy net> wrote:
> They don't show up because this has been resized (and cropped). I don't
> think it'd be max_trace, since the blob is opaque and nonreflective.
Maybe adjust the max_intersections value...it affects the number of
intersections found when testing against an object. If it simply isn't
finding the front surfaces of the blob because it's tested as many as it
can, it might cause this artifact.
4.10.7 Max_Intersections
POV-Ray uses a set of internal stacks to collect ray/object intersection
points. The usual maximum number of entries in these I-Stacks is 64.
Complex scenes may cause these stacks to overflow. POV-Ray doesn't stop
but it may incorrectly render your scene. When POV-Ray finishes
rendering, a number of statistics are displayed. If you see I-Stack
Overflows reported in the statistics you should increase the stack size.
Add a global setting to your scene as follows:
global_settings { max_intersections Integer }
If the I-Stack Overflows remain increase this value until they stop.
--
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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From: David Fontaine
Subject: Re: Deterministic method of iterated fractal generation
Date: 17 Mar 2001 20:09:48
Message: <3AB40A12.73B7DEBE@faricy.net>
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Thanks Christoph Rick and Chris for tips on the aritfacts. I'll have to check
into those.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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This is the set of transforms that was used to make this fractal...
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
Post a reply to this message
Attachments:
Download 'determrule01.gif' (9 KB)
Preview of image 'determrule01.gif'

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From: Nekar Xenos
Subject: Re: Deterministic method of iterated fractal generation
Date: 19 Mar 2001 01:54:23
Message: <3ab5ad1f@news.povray.org>
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"David Fontaine" <dav### [at] faricy net> wrote in message
news:3AB28F0D.DAFE0512@faricy.net...
> Nekar Xenos wrote:
>
> > Lovely!
>
> Thank you!
>
>
> > I've been thinking of using this self similar scaling technique you
> > described for Apolloniian packing. In 2d if you have 3 large circles
that
> > are not the same size but in a certain proportion that would result in
> > fitting exactly with sides touching when iterated at smaller sizes.
Almost
> > the same way that when you cut an A0 size pare in half you get A2 and so
on
> > until you get A4, A5 etc. As far as I know appolonian packing has only
been
> > done starting with 3 equally sixed circles. The next step would be to do
> > this in 3d.
>
> I did a search for it and found, Start with a boundary and three circles
tangent
> to the boundary and each other. Then every gap left, make a maximum
dimatere
> circle in the middle, tangent to the three sides bounding the gap
The only problem is that it isn't always self similar in proportion. What I
want is a spcific proprtion of the circles that will make it self imilar
proportionally as well.
>I don't know how
> you'd do it in 3d though. Every sphere would be tangent to 4 surfaces I
would
> think, but you wouldn't be able to make them close off areas of empty
space like
> in 2d. Maybe it can't be done... :(
>
It's been done...
I got this from Greg M Johnson
news://news.povray.org/3a4e9ea8@news.povray.org. It'll fill any objct with
spheres but it takes some time to parse. But the equal proportions would be
another story...
> --
> David Fontaine <dav### [at] faricy net> ICQ 55354965
> My raytracing gallery: http://davidf.faricy.net/
>
>
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From: Nekar Xenos
Subject: Re: Deterministic method of iterated fractal generation
Date: 24 Mar 2001 01:18:14
Message: <3abc3c26@news.povray.org>
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> The only problem is that it isn't always self similar in proportion. What
I
> want is a spcific proprtion of the circles that will make it self imilar
> proportionally as well.
Ugh! Major blunder! If it stayed the same proportion it would be a
sierpinski triangle...
Nekar
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From: Peter Warren
Subject: Re: Deterministic method of iterated fractal generation
Date: 26 Mar 2001 05:13:22
Message: <3abf1642@news.povray.org>
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David,
Cool pic. I shall have to download it and stick it on a
floppy and look at it properly on me other box.
16 colors doesn't do justice to anything but The Simpsons.
I hobble off...
Peter
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