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18 Aug 2024 06:14:38 EDT (-0400)
  Cube World (Message 1 to 10 of 10)  
From: Tek
Subject: Cube World
Date: 23 Jun 2001 00:21:58
Message: <3b341966@news.povray.org>
Right, what you're looking at is an isosurface (combining a box function with
ridgedmf and bozo), the sea is a cube (obviously), and the skydome is just bozo
with turbulence 100.

I'd been playing around with some ideas on how to make an isosurface planet, but
this wasn't a development of that; it was a completely new scene (I actually did
it in my lunch break at work, without access to my earlier source code). Believe
it or not I knocked it together in about half an hour! It's a complete fluke
that it ended up looking so good, but now I've got it I'm going to develop it :)

Can anyone suggest a good way to texture it? I'm tempted to do it procedurally,
but that might restrict me a bit.

--
Tek
http://www.evilsuperbrain.com


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From: Ben Birdsey
Subject: Re: Cube World
Date: 23 Jun 2001 01:06:48
Message: <3B34259A.E943F930@mail.com>
Tek -

I would have said slope dependent texture, but somehow you'd have to
specify a different up for each face of the box and you can't use any
kind of default warp to make the normal of the box to be "up".

But wait a minute, maybe you could use slope dependent texture with the
sphere warp, then "out of the sphere" would be "up" and not only could
you make the steep mountains bald, but maybe the edges of the cube would
have a different texture, too.

Another idea.  Maybe use a "superellipsoid" type isosurface instead of a
pure box, then it is kinda a strange, twisted planet but not bizarro ( 
if you get the reference =)  ).

- Ben


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From: Sander
Subject: Re: Cube World
Date: 23 Jun 2001 04:25:48
Message: <MPG.159e7106b36e77bf9897e0@NEWS.POVRAY.ORG>
In article <3b341966@news.povray.org>, Tek says...
> Right, what you're looking at is an isosurface (combining a box function with
> ridgedmf and bozo), the sea is a cube (obviously), and the skydome is just bozo
> with turbulence 100.
> 
> I'd been playing around with some ideas on how to make an isosurface planet, but
> this wasn't a development of that; it was a completely new scene (I actually did
> it in my lunch break at work, without access to my earlier source code). Believe
> it or not I knocked it together in about half an hour! It's a complete fluke
> that it ended up looking so good, but now I've got it I'm going to develop it :)
> 
> Can anyone suggest a good way to texture it? I'm tempted to do it procedurally,
> but that might restrict me a bit.
> 
> --
> Tek
> http://www.evilsuperbrain.com
> 
A very original kind of world after the flat and spherical ones! I like 
it a lot. It would need a special kind of gravity also to keep the seas 
and oceans in place :) Makes me try to imagine what it would be to live 
there...

The starry background is bewildering.

Would the sun also be a cube; and how would that affect the shadows??

-- 
Regards,  Sander


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From: Peter Cracknell
Subject: Re: Cube World
Date: 23 Jun 2001 08:25:31
Message: <3b348abb@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3b341966@news.povray.org...
> Right, what you're looking at is an isosurface (combining a box function
with
> ridgedmf and bozo), the sea is a cube (obviously), and the skydome is just
bozo
> with turbulence 100.
>
> I'd been playing around with some ideas on how to make an isosurface
planet, but
> this wasn't a development of that; it was a completely new scene (I
actually did
> it in my lunch break at work, without access to my earlier source code).
Believe
> it or not I knocked it together in about half an hour! It's a complete
fluke
> that it ended up looking so good, but now I've got it I'm going to develop
it :)
>
> Can anyone suggest a good way to texture it? I'm tempted to do it
procedurally,
> but that might restrict me a bit.

I like it a lot - I can't say I'm a big fan of the background, but I think
the planet itself is amazing... it has so much potential - you could either
try and implement photorealistic type texturing like isosurfaced water
embedded into the box with slope-dependant texturing for the land.  Or you
could have a wacky image with a variety of colours.

One other possibility is an animation - what about a view from the ground -
with sunset etc?

Peter Cracknell
www.petercracknell.com


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From: Tek
Subject: Re: Cube World
Date: 23 Jun 2001 08:47:26
Message: <3b348fde@news.povray.org>
> I like it a lot - I can't say I'm a big fan of the background, but I think
> the planet itself is amazing... it has so much potential - you could either
> try and implement photorealistic type texturing like isosurfaced water
> embedded into the box with slope-dependant texturing for the land.  Or you
> could have a wacky image with a variety of colours.

The background was just so that the sea had something to reflect. I agree that
it's ugly, I'm definitely getting rid of it :)

I'm hoping to go for a photo-realistic look. Once I've got it textured I'll try
to adapt the media sky and clouds from my last irtc entry, so it's got some
atmosphere.

> One other possibility is an animation - what about a view from the ground -
> with sunset etc?

My grand scheme is to fly the camera all the way from space to the planet
surface, 'cause I don't think I've ever seen that done convincingly.

--
Tek
http://www.evilsuperbrain.com


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From: Yadgar
Subject: Re: Cube World
Date: 23 Jun 2001 16:20:13
Message: <3B34FB17.FCEEB3CF@ndh.net>
Tek schrieb:

> Right, what you're looking at is an isosurface (combining a box function with
> ridgedmf and bozo), the sea is a cube (obviously), and the skydome is just bozo
> with turbulence 100.

Cool... must be a solar system captured inside a strange space-time anomaly, where
gravity works somewhat differently than elsewhere in the universe...
...but assumed normal gravity, in relation to the cube's size, the mountains are
way too high - unless you want a cube asteroid rather than a cube planet!

See you in Khyberspace!

Yadgar

http://www.geocities.com/electricafghan/index-e.html


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From: Tek
Subject: Re: Cube World
Date: 23 Jun 2001 17:06:02
Message: <3b3504ba$1@news.povray.org>
> Cool... must be a solar system captured inside a strange space-time anomaly,
where
> gravity works somewhat differently than elsewhere in the universe...
> ...but assumed normal gravity, in relation to the cube's size, the mountains
are
> way too high - unless you want a cube asteroid rather than a cube planet!

Hell, I know that! Like I said, it was just by sheer luck that it looked so
good. In fact, judging by the height of the mountains, I'd say that cube
couldn't be more than about 20 miles long, which is somewhat smaller than a
normal planet ;)

--
Tek
http://www.evilsuperbrain.com


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From: Anton Sherwood
Subject: Re: Cube World
Date: 24 Jun 2001 04:10:16
Message: <3B35A0E4.609B218D@pobox.com>
Sander wrote:
> A very original kind of world after the flat and spherical ones!
> I like it a lot. It would need a special kind of gravity also to
> keep the seas and oceans in place :) . . .

Sea level should form a rough superellipsoid, I think, i.e. somewhere
intermediate between a sphere and a cube.  I'll look into it right after
I work out how to plot the g-field of a torus!

-- 
Anton Sherwood  --  br0### [at] p0b0xcom  --  http://ogre.nu/


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From: Tek
Subject: Re: Cube World
Date: 24 Jun 2001 11:57:48
Message: <3b360dfc@news.povray.org>
Stop it! It's not real!! ;)

--
Tek
http://www.evilsuperbrain.com

Anton Sherwood <bro### [at] poboxcom> wrote in message
news:3B35A0E4.609B218D@pobox.com...
> Sander wrote:
> > A very original kind of world after the flat and spherical ones!
> > I like it a lot. It would need a special kind of gravity also to
> > keep the seas and oceans in place :) . . .
>
> Sea level should form a rough superellipsoid, I think, i.e. somewhere
> intermediate between a sphere and a cube.  I'll look into it right after
> I work out how to plot the g-field of a torus!
>
> --
> Anton Sherwood  --  br0### [at] p0b0xcom  --  http://ogre.nu/


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From: Anton Sherwood
Subject: Re: Cube World
Date: 24 Oct 2001 03:29:45
Message: <3BD66F38.8C76C1C6@pobox.com>
Anton Sherwood wrote:
> I'll look into it right after I work out
> how to plot the g-field of a torus!

Well, I've done the latter (approximately).
I'll get to the cube real soon now ;)


-- 
Anton Sherwood


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