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Just an experiment.
I had hoped to use noise with isosurface hexagons to get a more natural feel
but vturbulence does not appear to work properly with isosurfaces?
or am I wrong? again...
Mick
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Attachments:
Download 'Vturb.jpg' (162 KB)
Preview of image 'Vturb.jpg'
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Mick Hazelgrove wrote:
>
> Just an experiment.
>
> I had hoped to use noise with isosurface hexagons to get a more natural feel
> but vturbulence does not appear to work properly with isosurfaces?
>
> or am I wrong? again...
>
Looks nice, reminds me of:
Message-ID: <3942969E.4796DC6A@aol.com>
Date: Sat, 10 Jun 2000 12:27:26 -0700
From: SamuelT <STB### [at] aolcom>
Newsgroups: povray.binaries.images
Subject: Basalt Columns (45kb)
Of course you can't use vturbulence in isosurface functions, because they
are not regular pov script but interpreted by an independent isosurface
parser. IMO it also doesn't make sense because vectors are not useful in
isosurface functions. Try noise3d instead.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Amazing. How was it done? Did you have to set a very high max gradient to
prevent diffuse==0 on the edges?
Mick Hazelgrove wrote:
> Just an experiment.
>
> I had hoped to use noise with isosurface hexagons to get a more natural feel
> but vturbulence does not appear to work properly with isosurfaces?
>
> or am I wrong? again...
>
> Mick
>
> [Image]
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> Of course you can't use vturbulence in isosurface functions, because they
> are not regular pov script but interpreted by an independent isosurface
> parser. IMO it also doesn't make sense because vectors are not useful in
> isosurface functions. Try noise3d instead.
>
> Christoph
You misunderstand - first I created the isosurface object, then I created a
100X100 grid of the isosurface object in a couple of while loops. I then
tried to use vturbulence to try and turbulate the position of each of the
10000 isosurface objects.
This is the technique I used for the picture using prisms but when I
replaced the prism with an isosurface object vturbulence did not work as
expected. It seemed to bunch all 10000 objects together. Try it with
isosurface spheres and you will see what I mean
Mick
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In article <3a5239f4@news.povray.org>, "Mick Hazelgrove"
<mic### [at] mhazelgrovefsnetcouk> wrote:
> You misunderstand - first I created the isosurface object, then I
> created a 100X100 grid of the isosurface object in a couple of while
> loops. I then tried to use vturbulence to try and turbulate the
> position of each of the 10000 isosurface objects.
Do the isosurfaces work if you translate them to position *without*
adding turbulence to the translation value?
Try translating the container objects as well...I vaguely remember a bug
where the container didn't transform along with the isosurface.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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> Do the isosurfaces work if you translate them to position *without*
> adding turbulence to the translation value?
> Try translating the container objects as well...I vaguely remember a bug
> where the container didn't transform along with the isosurface.
Yes they translate as normal. The strange bunching up only occurs with
vturbulence.
I'll try translating the containers and see what happens.
I'll also post a demo scene.
Mick
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Mick Hazelgrove wrote:
> Just an experiment.
>
> I had hoped to use noise with isosurface hexagons to get a more natural feel
> but vturbulence does not appear to work properly with isosurfaces?
Interesting pic nonetheless. I don't pretend to know how MegaPOV works
internally. :)
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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