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19 Aug 2024 02:27:41 EDT (-0400)
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From: Bill DeWitt
Subject: Re: yet another mengersponge...
Date: 12 Mar 2001 13:48:51
Message: <3aad1a13@news.povray.org>
"Vahur Krouverk" <vah### [at] aetecee> wrote :L
>
> No, I wrote that! :-) Yes, it is isosurface, like this (POVMan 0.7 is
> required for running it, more complete example comes with
> documentation):
>
> #declare xyf=function{
>     shader{
>         shader_file "menger.slp"
>         "rec_depth" 20
>     }
> }
> isosurface {
>     function {
>         xyf
>     }
>     contained_by { box { -1.0,1.0 } }


    But is it a fractal isosurface or a fractal shader? Seems like a shader
to me, not knowing anything about shaders.


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From: Vahur Krouverk
Subject: Re: yet another mengersponge...
Date: 12 Mar 2001 13:57:32
Message: <3AAD1C40.A259424C@aetec.ee>
Bill DeWitt wrote:
> 
>     But is it a fractal isosurface or a fractal shader? Seems like a shader
> to me, not knowing anything about shaders.
Shader is probably not the best word for describing this. In version 0.7
I add feature, which allows to use shading language constructs and
virtual machine (which was created for shader byte-code execution) for
computing potential values for isosurfaces. So basically one can write
iso functions in C-like syntax, byte-compile them and use in iso-surface
calculation. As it appears, this works generally faster (2-5 times,
depending from complexity), than functions, which are written directly
in POV-Ray "language". And one can use more advanced features, such as
loops, temporary variables, etc.
Of course shader functions are slower, than built-in (i.e. hard-coded in
source code) iso-functions, about the same margin (2-5 times).
More about this is again in POVMan documentation.


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From: Jamie Davison
Subject: Re: yet another mengersponge...
Date: 12 Mar 2001 14:54:09
Message: <MPG.1517399eed9bd1a989897@news.povray.org>
> > Thus, better and better approximations would tend to a more and more 
> > opaque object which take longer and longer to render. I'd say; skip 
> > the transparency. :)
> 
> Um, with better approximations, the volume the ray passes through will 
> decrease, and the sponge will become more and more *transparent*. You 
> will get a fainter and fainter image of the sponge, until it is 
> invisible. But as I said above, I'm only interested in an approximation, 
> maybe 3-5 levels...a real sponge would be impossible.

I'd have thought that would depend on the material being used to make 
said sponge?  With a transparent but reflective material, surely internal 
reflections would build up to the point where they would overpower and 
obscure any view through the sponge?

I could be wrong though...

Bye for now,
     Jamie.


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From: Bill DeWitt
Subject: Re: yet another mengersponge...
Date: 12 Mar 2001 15:15:57
Message: <3aad2e7d$1@news.povray.org>
"Vahur Krouverk" <vah### [at] aetecee> wrote :
>
> So basically one can write
> iso functions in C-like syntax, byte-compile them and use in iso-surface
> calculation.

    Ah, now I see. Thanks


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From: Chris Huff
Subject: Re: yet another mengersponge...
Date: 12 Mar 2001 18:03:17
Message: <chrishuff-96D7F4.17591212032001@news.povray.org>
In article <MPG.1517399eed9bd1a989897@news.povray.org>, 
jam### [at] ntlworldcom (Jamie Davison) wrote:

> I'd have thought that would depend on the material being used to make 
> said sponge?  With a transparent but reflective material, surely internal 
> reflections would build up to the point where they would overpower and 
> obscure any view through the sponge?

Well, I was specifically talking about transparent sponges, but I think 
that the cross-section area of the sponge will tend toward 0 as the 
surface area tends toward infinity, so a ray (or in the real world, a 
photon) wouldn't be able to hit a perfect sponge, and would just pass 
through it.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Chris Huff
Subject: Re: yet another mengersponge...
Date: 12 Mar 2001 18:05:54
Message: <chrishuff-012D20.18015012032001@news.povray.org>
In article <3aad1a13@news.povray.org>, "Bill DeWitt" 
<bde### [at] cflrrcom> wrote:

>     But is it a fractal isosurface or a fractal shader? Seems like a 
> shader to me, not knowing anything about shaders.

It's a fractal isosurface using a fractal shader as a function. It's no 
more a shader than an isosurface that uses a pigment function is a 
pigment. The object is an isosurface, defined as all points where a 
function is equal to a threshold value...the way the function is 
generated doesn't matter.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Bill DeWitt
Subject: Re: yet another mengersponge...
Date: 12 Mar 2001 19:35:26
Message: <3aad6b4e$1@news.povray.org>
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-012D20.18015012032001@news.povray.org...
> In article <3aad1a13@news.povray.org>, "Bill DeWitt"
> <bde### [at] cflrrcom> wrote:
>
> >     But is it a fractal isosurface or a fractal shader? Seems like a
> > shader to me, not knowing anything about shaders.
>
> It's a fractal isosurface using a fractal shader as a function. It's no
> more a shader than an isosurface that uses a pigment function is a
> pigment. The object is an isosurface, defined as all points where a
> function is equal to a threshold value...the way the function is
> generated doesn't matter.

    Right. I got that, thanks.

    But I am still hoping that someone will make a fractal or pseudo-fractal
isosurface... as well as a good isosurface tree.


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From: Chris Huff
Subject: Re: yet another mengersponge...
Date: 12 Mar 2001 22:21:05
Message: <chrishuff-947071.22170012032001@news.povray.org>
In article <3aad6b4e$1@news.povray.org>, "Bill DeWitt" 
<bde### [at] cflrrcom> wrote:

>     But I am still hoping that someone will make a fractal or 
>     pseudo-fractal isosurface...

What's wrong with the Menger sponge isosurface?


> as well as a good isosurface tree.

This would probably be unuseably slow and unwieldly at a complexity high 
enough for it to look like a tree. You might be able to do it with the 
blob pattern in a pigment function, though...

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Bill DeWitt
Subject: Re: yet another mengersponge...
Date: 12 Mar 2001 22:48:03
Message: <3aad9873@news.povray.org>
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-947071.22170012032001@news.povray.org...
> In article <3aad6b4e$1@news.povray.org>, "Bill DeWitt"
> <bde### [at] cflrrcom> wrote:
>
> >     But I am still hoping that someone will make a fractal or
> >     pseudo-fractal isosurface...
>
> What's wrong with the Menger sponge isosurface?

    Doesn't it need the PovMan version to run? I just barely am willing to
go with the MegaPov.

> > as well as a good isosurface tree.
>
> This would probably be unuseably slow and unwieldly at a complexity high
> enough for it to look like a tree. You might be able to do it with the
> blob pattern in a pigment function, though...

    It's the principal of the thing.


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From: Peter J  Holzer
Subject: Menger in space - 53 kbu (was: yet another mengersponge...)
Date: 13 Mar 2001 18:02:38
Message: <slrn9at7h6.b30.hjp-usenet@teal.h.hjp.at>
On 2001-03-10 12:23, Chris Huff <chr### [at] maccom> wrote:
>In article <3AA8E44A.6218AF06@stress.uio.no>, Simen Kvaal 
><sim### [at] stressuiono> wrote:
>
>> Thus, better and better approximations would tend to a more and more 
>> opaque object which take longer and longer to render. I'd say; skip 
>> the transparency. :)
>
>Um, with better approximations, the volume the ray passes through will 
>decrease, and the sponge will become more and more *transparent*. You 
>will get a fainter and fainter image of the sponge, until it is 
>invisible. But as I said above, I'm only interested in an approximation, 
>maybe 3-5 levels...a real sponge would be impossible.

I have started one at 4 levels (CSG, no isosurface), but it seems that
this will take a few days (or weeks) to render. At two levels, the
transparent sponge looks rather boring, but the histogram has a mildly
interesting, space-ship-like look, so I'm posting that instead:


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