|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I want to make a 'glass Mandelbrot mountain' on the glass sphere about the
same height as the radius of the sphere. What would be the easiest way to do
it. I've never used ISO surfaces so I'm not quite sure how to do it with ISO
Surfaces. It wouldn't be just adding the Mandelbrot co-ords to that of a
sphere. It has to be radial co-ordinates - I think.
Post a reply to this message
Attachments:
Download 'Fractal Art.jpg' (65 KB)
Preview of image 'Fractal Art.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> I want to make a 'glass Mandelbrot mountain' on the glass sphere about the
> same height as the radius of the sphere. What would be the easiest way to
do
> it. I've never used ISO surfaces so I'm not quite sure how to do it with
ISO
> Surfaces. It wouldn't be just adding the Mandelbrot co-ords to that of a
> sphere. It has to be radial co-ordinates - I think.
I love julias - used one for the logo on kitty5.com - although i must admit
i cheated and used kpt for that
very nice :)
--
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> > I want to make a 'glass Mandelbrot mountain' on the glass sphere about
the
> > same height as the radius of the sphere. What would be the easiest way
to
> do
> > it. I've never used ISO surfaces so I'm not quite sure how to do it with
> ISO
> > Surfaces. It wouldn't be just adding the Mandelbrot co-ords to that of a
> > sphere. It has to be radial co-ordinates - I think.
>
Why does it seem that normals don't really have any height. Is it possible
to map a height-field onto a sphere in any way?
> I love julias - used one for the logo on kitty5.com - although i must
admit
> i cheated and used kpt for that
>
> very nice :)
Thanks.
Nekar
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nekar Xenos wrote:
> . . . I've never used ISO surfaces so I'm not quite sure how
> to do it with ISO Surfaces. . . .
Can't help you there, but I can save your fingers a little bit of
effort: the prefix in "isosurface" comes from a Greek word meaning
`equal', not from the International Standards Organization!
--
Anton Sherwood -- br0### [at] p0b0xcom -- http://ogre.nu/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I wondered what it was. it did cross my mind, but I knew it's definitely NOT
the International Standards Organization! I'll take that rest from the Shift
button... =D
Great! Learnt a new Greek word today! Now if only I could learn to speak
ancient Greek... I actually tried it once. As my little boy was starting to
learn to talk, I decided I'm going to learn the Greek for every word he
says. But I guess I wasn't as consistent as him...
Nekar
Anton Sherwood <bro### [at] poboxcom> wrote in message
news:3A9DF907.BB4C0360@pobox.com...
> Nekar Xenos wrote:
> > . . . I've never used ISO surfaces so I'm not quite sure how
> > to do it with ISO Surfaces. . . .
>
> Can't help you there, but I can save your fingers a little bit of
> effort: the prefix in "isosurface" comes from a Greek word meaning
> `equal', not from the International Standards Organization!
>
> --
> Anton Sherwood -- br0### [at] p0b0xcom -- http://ogre.nu/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <3a9df7d9@news.povray.org>, "Nekar Xenos"
<vir### [at] iconcoza> wrote:
> Why does it seem that normals don't really have any height.
Because they don't. They are called "normal modifiers" because they
modify the surface normal, the direction that is perpendicular to the
surface at each point. The lighting calculations then use this modified
normal instead of the real one, resulting in fake shading effects that
look like bumps and other surface features. The actual geometry of the
surface is not affected.
> Is it possible to map a height-field onto a sphere in any way?
Not within POV. I remember seeing a program that took an image and
created a mesh object for a spherical height field, but I don't remember
what it was.
Actually, in MegaPOV, you could do a macro that accomplishes this...just
use the eval_pattern() function with the image_pattern and generate a
mesh.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Not within POV. I remember seeing a program that took an image and
> created a mesh object for a spherical height field, but I don't remember
> what it was.
I've seen it in Fractint years ago on my old 386.... Maybe I can see if it's
on the net and download it again. As far as I can remember it didn't save
anything as meshes, though. But maybe that's changed now... rendering should
also be a lot faster now on my new 650Mhz Duron.. :o)
> Actually, in MegaPOV, you could do a macro that accomplishes this...just
> use the eval_pattern() function with the image_pattern and generate a
> mesh.
Never done any macro's before. I'll see what I can do.
Thanks
Nekar
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <3a9e3bf4@news.povray.org>, "Nekar Xenos"
<vir### [at] iconcoza> wrote:
> > Actually, in MegaPOV, you could do a macro that accomplishes
> > this...just
> > use the eval_pattern() function with the image_pattern and generate a
> > mesh.
>
> Never done any macro's before. I'll see what I can do.
I've done some macros for this, they take a pigment and generate a
"height field" from it (to use an image, you would use an image_map).
I've already got non-smooth square (like the height_field primitive that
is built-in), and two kinds of spherical height fields: one that uses
spherical coordinates, like a globe there is more resolution at the
poles, and the other subdivides an octahedron, giving a more even
distribution but less control of resolution (I may try a tetrahedron as
well...). I'll post some images soon and upload the include file to my
web site when it is closer to finished.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Thanks
Nekar Xenos
Chris Huff <chr### [at] maccom> wrote in message
news:chrishuff-21A2F8.12344003032001@news.povray.org...
> In article <3a9e3bf4@news.povray.org>, "Nekar Xenos"
> <vir### [at] iconcoza> wrote:
>
> > > Actually, in MegaPOV, you could do a macro that accomplishes
> > > this...just
> > > use the eval_pattern() function with the image_pattern and generate a
> > > mesh.
> >
> > Never done any macro's before. I'll see what I can do.
>
> I've done some macros for this, they take a pigment and generate a
> "height field" from it (to use an image, you would use an image_map).
> I've already got non-smooth square (like the height_field primitive that
> is built-in), and two kinds of spherical height fields: one that uses
> spherical coordinates, like a globe there is more resolution at the
> poles, and the other subdivides an octahedron, giving a more even
> distribution but less control of resolution (I may try a tetrahedron as
> well...). I'll post some images soon and upload the include file to my
> web site when it is closer to finished.
>
> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
>
> <><
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |