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Hugo wrote:
> Amazing! I like to see what people can do with isosurfaces;
> especially when it's not purely abstract.
Ok, isosurfaces ARE cool, but...
...isn't that basically using POV as a very high-end
graphing calculator? ;)
I know, I know, I'm just envious 'cuz Moray doesn't
let you make them, and haven't finished any scene
enough to go in by hand and add things after building
the lot of it in Moray....
Just had a thought. You can really do away with
primitives, what with isosurfaces being what they
are and all...reduce entire scenes to one equation. ;)
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http://empyrean.scifi-fantasy.com
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"Timothy R. Cook" <tim### [at] scifi-fantasy com> wrote in message
news:3C0### [at] scifi-fantasy com...
> Hugo wrote:
> > Amazing! I like to see what people can do with isosurfaces;
> > especially when it's not purely abstract.
>
> Ok, isosurfaces ARE cool, but...
> ...isn't that basically using POV as a very high-end
> graphing calculator? ;)
>
> I know, I know, I'm just envious 'cuz Moray doesn't
> let you make them, and haven't finished any scene
> enough to go in by hand and add things after building
> the lot of it in Moray....
>
> Just had a thought. You can really do away with
> primitives, what with isosurfaces being what they
> are and all...reduce entire scenes to one equation. ;)
>
Stop it! Stop it! I can't take it any longer! I don't have a fast PC and I keep
thinking up isosurfaces that I'd love to try but don't have the time for. Plus
I've still got 2 more years to pay my PC off :oP
*Wipes drool off chin*
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- Nekar
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On Wed, 28 Nov 2001 13:28:14 +0900, R. Suzuki wrote:
>Created with hexagonal pattern functions, f_hex_x() and f_hex_y().
>I will post the source in p.t.s-f.
That really is quite stunning. I just hope I can understand the
code.
Thanks for sharing.
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Steve email mailto:ste### [at] zeropps uklinux net
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"R. Suzuki" <r-s### [at] aist go jp> wrote in message
news:3c0467e3@news.povray.org...
> Created with hexagonal pattern functions, f_hex_x() and f_hex_y().
> I will post the source in p.t.s-f.
The snowflake and wireframe box ones are great, I like those most.
Hopefully these all tile onto planes as well.
--
text{ttf"arial","bob h",.1,0pigment{rgb 9}translate<-1,-.2,3>}
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Thanks for the comments.
Hugo wrote:
>But I don't understand all of the code.. Square roots for example..
>What are they used for?? Sorry I had to ask.
The ideal function (i.e. it gives short render time) is the
function which has constant gradient.
So, for example, sqrt(x^2+y^2+z^2) is better than x^2+y^2+z^2.
Bryan Valencia wote:
>Let's say I was going to do a whole warehouse of those containers... maybe
12,000 of them.
>What is the most efficient way to replicate them? Is there a way to make
it reside in memory once?
Isosurface doesn't consume memory so much. 12,000 of isosurfaces would be
ok for normal PC.
bob.h worte:
>The snowflake and wireframe box ones are great, I like those most.
I noticed that the snowflake does not work on beta 8.
Use following function for beta 8.
#declare Func1=function(x,y,z){
min(min(f_rounded_box(GX(x,y,z)*1, GY(x,y,z), z, 0.1,0.8,0.1,0.1)
, f_rounded_box(GX(x,y,z)-GY(x,y,z)*0.5-.5, .2-GL(x,y,z),z,
0.1,0.1,0.1,0.1)
), f_rounded_box(GX(x,y,z)-.4, .2-GL(x,y,z), z, 0.1, 0.1, 0.2, 0.1) )
}
>Hopefully these all tile onto planes as well.
It's easy. Use following isosurface.
isosurface{
function{Func1(x,y,z)}
contained_by{box{<-S_W,-S_H,-S_R>,
<+S_W, S_H,+S_R>}}
max_gradient MAXG
}
R. Suzuki
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