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Observe figure 1. Randomly-filled-with-sphere_sweep
cylinder. Good.
Observe figure 2. Randomly-filled-along-xy-axes,-
but-the-z-axis-isn't-random.
I want figure 2 filled with the randomness of figure
1.
How do I do that?
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
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PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
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Timothy R. Cook wrote:
> Observe figure 1. Randomly-filled-with-sphere_sweep
> cylinder. Good.
> Observe figure 2. Randomly-filled-along-xy-axes,-
> but-the-z-axis-isn't-random.
> I want figure 2 filled with the randomness of figure
> 1.
> How do I do that?
make the z axis a random number from 0 to 1 that will be a coefficient
of your z equation ?
David.
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"Timothy R. Cook" <tim### [at] scifi-fantasy com> wrote in message
news:3D5### [at] scifi-fantasy com...
> Observe figure 1. Randomly-filled-with-sphere_sweep
> cylinder. Good.
> Observe figure 2. Randomly-filled-along-xy-axes,-
> but-the-z-axis-isn't-random.
> I want figure 2 filled with the randomness of figure
> 1.
> How do I do that?
It probably really is, but to get to the bottom in the diminishing space
available, while still varying in xy, it can't look like it is very much.
You may need more z in your randomness rather than more randomness in your
z.
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> You may need more z in your randomness rather than more randomness in your
> z.
:-)
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Bill DeWitt wrote:
> It probably really is, but to get to the bottom in the diminishing space
> available, while still varying in xy, it can't look like it is very much.
> You may need more z in your randomness rather than more randomness in your
> z.
Er...huh? The Z isn't random. How do I know?
observe figure 1, which uses following:
sphere_sweep{
#declare points=100;
cubic_spline points,
#declare Seed=seed(10000);
#declare N=1;
#while(N<=points)
#declare Theta=rand(Seed)*360;
#declare Z=(N/100)+1.2;
#declare R=(rand(Seed)*0.25)+((Z-1.2)*(Z-1.2)*2);
#declare X=R*cos(Theta);
#declare Y=R*sin(Theta);
<X, Y, Z> 0.02
#declare N=N+1;
#end
texture{ pigment{ color rgb <1.0, 1.0, 1.0> } }
}
observe figure 2, which uses following:
sphere_sweep{
#declare points=100;
cubic_spline points,
#declare Seed=seed(10000);
#declare N=1;
#while(N<=points)
#declare Theta=rand(Seed)*360;
#declare Z=rand(Seed)+1.2;
#declare R=(rand(Seed)*0.25)+((Z-1.2)*(Z-1.2)*2);
#declare X=R*cos(Theta);
#declare Y=R*sin(Theta);
<X, Y, Z> 0.02
#declare N=N+1;
#end
texture{ pigment{ color rgb <1.0, 1.0, 1.0> } }
}
I want the jumbled-upness of figure 2 in the shape of
figure 1. figure 2 has the random points, but they're
selected in such a way that parts of the sphere_sweep
are drawin outside the curve.
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
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Version: 3.12
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PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Timothy R. Cook wrote:
>Observe figure 1. Randomly-filled-with-sphere_sweep
>cylinder. Good.
>Observe figure 2. Randomly-filled-along-xy-axes,-
>but-the-z-axis-isn't-random.
>I want figure 2 filled with the randomness of figure
>1.
>How do I do that?
If R_env= envelope you want to keep it in, then
the envelope depends on where Z is so
R_env = f(Z)
It looks like you described it as something like
R_env= (Z+1.2)^2
I would find Z first and then use it to find the envelope and then
find X and Y
Theta=rand(Seed)*360
Z=rand(Seed)
R_env = (Z+1.2)^2
R=R_env*rand(Seed)
X=R*cos(Theta)
Y=R*sin(Theta)
This is independant of your while loop (N variable)
There may be rare occurances where your line points may be within your
boundries, but the path of the line might cross back and forth.
Tony
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"Timothy R. Cook" <tim### [at] scifi-fantasy com> wrote in message
news:3D5### [at] scifi-fantasy com...
> Bill DeWitt wrote:
> > It probably really is, but to get to the bottom in the diminishing
space
> > available, while still varying in xy, it can't look like it is very
much.
> > You may need more z in your randomness rather than more randomness in
your
> > z.
>
> Er...huh? The Z isn't random. How do I know?
Ah... well... you had the code and I didn't. Next time I will remember
not to try to help.
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Bill DeWitt wrote:
> Ah... well... you had the code and I didn't. Next time
> I will remember not to try to help.
Well, at least try not to help by saying something you
don't know for certain to be true...
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
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Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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"Timothy R. Cook" <tim### [at] scifi-fantasy com> wrote in message
news:3D5### [at] scifi-fantasy com...
> Bill DeWitt wrote:
> > Ah... well... you had the code and I didn't. Next time
> > I will remember not to try to help.
>
> Well, at least try not to help by saying something you
> don't know for certain to be true...
Here are some things that are certian to be true but I don't kow how
much help they will be. (1) You seem to have missed my qualifiers and so did
not understand the difference between a guess with a suggestion and an
assertion. (2) You are a jerk. (3)I won't be offering you any more help.
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Bill DeWitt wrote:
> Here are some things that are certian to be true but I don't kow how
> much help they will be. [...] (2) You are a jerk.
I corrected a misassumption you made about the randomness of an
image. That makes me a jerk? Do you consider anyone who corrects
you to be a jerk?
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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