POV-Ray : Newsgroups : povray.binaries.images : Dry stone wall - help! [12.4KB] Server Time
16 Aug 2024 08:18:37 EDT (-0400)
  Dry stone wall - help! [12.4KB] (Message 14 to 23 of 23)  
<<< Previous 10 Messages Goto Initial 10 Messages
From: Tom Melly
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 10:47:03
Message: <3c9b51f7$1@news.povray.org>
"Shay" <sah### [at] simcopartscom> wrote in message news:3c9b5067$1@news.povray.org...
>
> I'm still confident that it is the trace problem. Leave your code exactly as
> it is in your post except for the following lines, and you will see what I
> mean.
>
> #declare XScale = 1;//rand(Rand1)*2 + 0.5;
> #declare YScale = 1;//rand(Rand1)*2 + 0.5;
> #declare ZScale = 1;//rand(Rand1)*2 + 0.5;
>

Hmm, okay - I'll have to think about this some more (probably when my brain
stops bleeding).


Post a reply to this message

From: Shay
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 10:57:55
Message: <3c9b5483$1@news.povray.org>
I have the solution if you want it. I won't post without asking, because you
may want to think about it more yourself.

 -Shay

Tom Melly <tom### [at] tomandlucouk> wrote in message
news:3c9b51f7$1@news.povray.org...


Post a reply to this message

From: Tom Melly
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 11:04:58
Message: <3c9b562a$1@news.povray.org>
"Shay" <sah### [at] simcopartscom> wrote in message news:3c9b5483$1@news.povray.org...
> I have the solution if you want it. I won't post without asking, because you
> may want to think about it more yourself.
>

Nghhh - okay, post. No, no, I didn't mean that. Ah, hell.


Post a reply to this message

From: Shay
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 11:23:41
Message: <3c9b5a8d$1@news.povray.org>
Tom Melly <tom### [at] tomandlucouk> wrote in message
news:3c9b562a$1@news.povray.org...
>
> Nghhh - okay, post. No, no, I didn't mean that. Ah, hell.
>
>

I guess that's a "no." I see another possible bug when you switch over to
side trace.

 -Shay


Post a reply to this message

From: Shay
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 11:40:13
Message: <3c9b5e6d$1@news.povray.org>
I've been playing with your code a little bit, and I'm afraid that the
algorithm may be doomed. The only ways that I can think of for keeping the
bricks from overlapping are *very* complex. Hopefully someone can find a
simpler solution to the problems with the algorithm than I.

You might want to create another algorithm that places the stones
mathematically rather than with trace, but I don't think that any algorithm
will beat a random guess and check algorithm.

 -Shay

Shay <sah### [at] simcopartscom> wrote in message
news:3c9b5a8d$1@news.povray.org...
>


Post a reply to this message

From: Tom Melly
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 11:49:07
Message: <3c9b6083@news.povray.org>
"Shay" <sah### [at] simcopartscom> wrote in message news:3c9b5e6d$1@news.povray.org...
> I've been playing with your code a little bit, and I'm afraid that the
> algorithm may be doomed. The only ways that I can think of for keeping the
> bricks from overlapping are *very* complex. Hopefully someone can find a
> simpler solution to the problems with the algorithm than I.
>

Yes, some overlapping seems inevitable. My hope is that with the right random
seed the problem will not be visable. Partial results look ok.

Besides..... a lot of the wall will be hidden by snow ;)


Post a reply to this message

From: Robert J Becraft
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 2 Apr 2002 20:23:30
Message: <3caa5992@news.povray.org>
a)  Drive people absolutely nuts and job security...
b)  TOO complex
c)  TOO Much CODE.

Here's my solution...

#declare RS=seed(9938);
//------------------------------------------------Wall
#declare R1=1;
#while(R1<3000)
  #declare RX=rand(RS)*50;
  #declare RY=rand(RS)*10;
  #declare ROD=rand(RS)*1+.5;
  #declare RSY=rand(RS)*.5+.5;
  #declare RSX=rand(RS)*.5+.5;
  sphere{<0,0,0>,ROD scale<RSX,RSY,1> translate<RX,RY,0>
texture{pigment{color Red}}}
  #declare R1=R1+1;
#end

I made it only 10 units tall instead of your 25.  Looks better.

Regards,
Robert J Becraft
aka cas### [at] aolcom

"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3c9b304f@news.povray.org...
> I'm working on a macro that will hopefully eventually generate a dry-stone
wall,
> but I'm running into problems. In the image below, the wall should approx.
fill
> the area marked out by the yellow cylinders, but it ain't.
>
> If anyone can be bothered to:
>
> a) work out what I'm trying to do
> b) work out how I'm trying to do it
> and
> c) what's going wrong
>
> then here is the code:
>
> //start code
>
> #version 3.5;
>
> #include "colors.inc"
>
> global_settings {
>   assumed_gamma 1.0
> }
>
> // ----------------------------------------
>
> camera {
>   location  <0.0, 1.5, -100.0>
>   look_at   <0.0, 1.5,  0.0>
> }
>
>
> light_source {
>   <0, 0, 0>            // light's position (translated below)
>   color rgb <1, 1, 1>  // light's color
>   translate <-30, 30, -30>
> }
>
> // ----------------------------------------
>
>
>
> #macro BuildWall()
>   #declare Rand1 = seed(142);
>   #declare Brick = sphere{0,1 pigment{Red}}
>   #declare Ground = plane{y,0 pigment{Green}}
>   #declare WallLen = 50;
>   #declare WallHi = 15;
>   #declare ThisLen = 0;
>   #declare ThisHi = 0;
>   #declare Wall = object{Ground}
>   #while(ThisLen <= WallLen & ThisHi <= WallHi)
>     #declare XScale = rand(Rand1)*2 + 0.5;
>     #declare YScale = rand(Rand1)*2 + 0.5;
>     #declare ZScale = rand(Rand1)*2 + 0.5;
>     #declare ThisBrick = object{Brick scale<XScale, YScale, ZScale>}
>     #if(ThisLen = 0)
>       #declare Norm = <0, 0, 0>;
>       #declare Start = <0,WallHi*2,0>;
>       #declare InterA = trace ( Wall, Start, <0, -1, 0>, Norm );
>       #declare Wall = union{
>         object{Wall}
>         object{ThisBrick translate y*(InterA.y + YScale)}
>       }
>       #declare ThisLen = XScale;
>       #declare ThisHi = InterA.y + YScale;
>     #else
>       #declare Norm = <0, 0, 0>;
>       #declare Start = <ThisLen+XScale,WallHi*2,0>;
>       #declare InterA = trace ( Wall, Start, <0, -1, 0>, Norm );
>       #if(InterA.y < ThisHi)
>         #declare Norm = <0, 0, 0>;
>         #declare Start = <WallLen*2,InterA.y + YScale,0>;
>         #declare InterB = trace ( Wall, Start, <-1, 0, 0>, Norm );
>         #declare Wall = union{
>           object{Wall}
>           object{ThisBrick translate<InterB.x + XScale, InterA.y + YScale,
0>}
>         }
>       #end
>       #declare ThisLen = InterB.x + (XScale*2);
>       #declare ThisHi = InterA.y + YScale;
>       #if(ThisLen > WallLen & ThisHi <= WallHi)
>         #declare ThisLen = 0;
>       #end
>     #end
>   #end
> #end
>
> BuildWall()
> object{Wall}
>
> cylinder{0,y*25, 0.2 pigment{Yellow}}
> cylinder{0,y*25, 0.2 pigment{Yellow} translate x*50}
> cylinder{x*-10,x*60, 0.2 pigment{Yellow} translate y*15}
>
> //end code
>
> ... and here is the image
>
>
> --
> #macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
> B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
> 2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
> }light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
> 146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
>
>
>


Post a reply to this message


Attachments:
Download 'TESTwall.jpg' (10 KB)

Preview of image 'TESTwall.jpg'
TESTwall.jpg


 

From: Robert J Becraft
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 2 Apr 2002 20:32:48
Message: <3caa5bc0@news.povray.org>
Version 2 w/ a color randomizer for the components...

#declare RS=seed(938);
//------------------------------------------------Wall

#declare R1=1;
#while(R1<3000)
  #declare RX=rand(RS)*50;
  #declare RY=rand(RS)*10;
  #declare ROD=rand(RS)*1+.5;
  #declare RSY=rand(RS)*.5+.5;
  #declare RSX=rand(RS)*.5+.5;
  #declare RC=int(rand(RS)*5+1);
  sphere{<0,0,0>,ROD scale<RSX,RSY,1> translate<RX,RY,0>
texture{pigment{color
       #switch(RC)
       #case(1) Gray10 #break
       #case(2) Gray40 #break
       #case(3) Gray50 #break
       #case(4) Gray80 #break
       #case(5) Gray90 #break
       #end
   }}}
  #declare R1=R1+1;
#end

"Robert J Becraft" <cas### [at] aolcom> wrote in message
news:3caa5992@news.povray.org...
> a)  Drive people absolutely nuts and job security...
> b)  TOO complex
> c)  TOO Much CODE.
>
> Here's my solution...
>
> #declare RS=seed(9938);
> //------------------------------------------------Wall
> #declare R1=1;
> #while(R1<3000)
>   #declare RX=rand(RS)*50;
>   #declare RY=rand(RS)*10;
>   #declare ROD=rand(RS)*1+.5;
>   #declare RSY=rand(RS)*.5+.5;
>   #declare RSX=rand(RS)*.5+.5;
>   sphere{<0,0,0>,ROD scale<RSX,RSY,1> translate<RX,RY,0>
> texture{pigment{color Red}}}
>   #declare R1=R1+1;
> #end
>
> I made it only 10 units tall instead of your 25.  Looks better.
>
> Regards,
> Robert J Becraft
> aka cas### [at] aolcom
>
> "Tom Melly" <tom### [at] tomandlucouk> wrote in message
> news:3c9b304f@news.povray.org...
> > I'm working on a macro that will hopefully eventually generate a
dry-stone
> wall,
> > but I'm running into problems. In the image below, the wall should
approx.
> fill
> > the area marked out by the yellow cylinders, but it ain't.
> >
> > If anyone can be bothered to:
> >
> > a) work out what I'm trying to do
> > b) work out how I'm trying to do it
> > and
> > c) what's going wrong
> >
> > then here is the code:
> >
> > //start code
> >
> > #version 3.5;
> >
> > #include "colors.inc"
> >
> > global_settings {
> >   assumed_gamma 1.0
> > }
> >
> > // ----------------------------------------
> >
> > camera {
> >   location  <0.0, 1.5, -100.0>
> >   look_at   <0.0, 1.5,  0.0>
> > }
> >
> >
> > light_source {
> >   <0, 0, 0>            // light's position (translated below)
> >   color rgb <1, 1, 1>  // light's color
> >   translate <-30, 30, -30>
> > }
> >
> > // ----------------------------------------
> >
> >
> >
> > #macro BuildWall()
> >   #declare Rand1 = seed(142);
> >   #declare Brick = sphere{0,1 pigment{Red}}
> >   #declare Ground = plane{y,0 pigment{Green}}
> >   #declare WallLen = 50;
> >   #declare WallHi = 15;
> >   #declare ThisLen = 0;
> >   #declare ThisHi = 0;
> >   #declare Wall = object{Ground}
> >   #while(ThisLen <= WallLen & ThisHi <= WallHi)
> >     #declare XScale = rand(Rand1)*2 + 0.5;
> >     #declare YScale = rand(Rand1)*2 + 0.5;
> >     #declare ZScale = rand(Rand1)*2 + 0.5;
> >     #declare ThisBrick = object{Brick scale<XScale, YScale, ZScale>}
> >     #if(ThisLen = 0)
> >       #declare Norm = <0, 0, 0>;
> >       #declare Start = <0,WallHi*2,0>;
> >       #declare InterA = trace ( Wall, Start, <0, -1, 0>, Norm );
> >       #declare Wall = union{
> >         object{Wall}
> >         object{ThisBrick translate y*(InterA.y + YScale)}
> >       }
> >       #declare ThisLen = XScale;
> >       #declare ThisHi = InterA.y + YScale;
> >     #else
> >       #declare Norm = <0, 0, 0>;
> >       #declare Start = <ThisLen+XScale,WallHi*2,0>;
> >       #declare InterA = trace ( Wall, Start, <0, -1, 0>, Norm );
> >       #if(InterA.y < ThisHi)
> >         #declare Norm = <0, 0, 0>;
> >         #declare Start = <WallLen*2,InterA.y + YScale,0>;
> >         #declare InterB = trace ( Wall, Start, <-1, 0, 0>, Norm );
> >         #declare Wall = union{
> >           object{Wall}
> >           object{ThisBrick translate<InterB.x + XScale, InterA.y +
YScale,
> 0>}
> >         }
> >       #end
> >       #declare ThisLen = InterB.x + (XScale*2);
> >       #declare ThisHi = InterA.y + YScale;
> >       #if(ThisLen > WallLen & ThisHi <= WallHi)
> >         #declare ThisLen = 0;
> >       #end
> >     #end
> >   #end
> > #end
> >
> > BuildWall()
> > object{Wall}
> >
> > cylinder{0,y*25, 0.2 pigment{Yellow}}
> > cylinder{0,y*25, 0.2 pigment{Yellow} translate x*50}
> > cylinder{x*-10,x*60, 0.2 pigment{Yellow} translate y*15}
> >
> > //end code
> >
> > ... and here is the image
> >
> >
> > --
> > #macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
> > B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
> > 2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
> > }light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
> > 146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
> >
> >
> >
>
>
>


Post a reply to this message


Attachments:
Download 'TESTwall.jpg' (11 KB)

Preview of image 'TESTwall.jpg'
TESTwall.jpg


 

From: Defective
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 2 Apr 2002 23:34:57
Message: <3caa8671@news.povray.org>
The problem with this solution is that the "stones" blend into each other.

IIRC... the original problem was to build a realistic stone wall.

Scott

"Robert J Becraft" <cas### [at] aolcom> wrote in message
news:3caa5bc0@news.povray.org...
> Version 2 w/ a color randomizer for the components...
>
> #declare RS=seed(938);
> //------------------------------------------------Wall
>
> #declare R1=1;
> #while(R1<3000)
>   #declare RX=rand(RS)*50;
>   #declare RY=rand(RS)*10;
>   #declare ROD=rand(RS)*1+.5;
>   #declare RSY=rand(RS)*.5+.5;
>   #declare RSX=rand(RS)*.5+.5;
>   #declare RC=int(rand(RS)*5+1);
>   sphere{<0,0,0>,ROD scale<RSX,RSY,1> translate<RX,RY,0>
> texture{pigment{color
>        #switch(RC)
>        #case(1) Gray10 #break
>        #case(2) Gray40 #break
>        #case(3) Gray50 #break
>        #case(4) Gray80 #break
>        #case(5) Gray90 #break
>        #end
>    }}}
>   #declare R1=R1+1;
> #end
>
> "Robert J Becraft" <cas### [at] aolcom> wrote in message
> news:3caa5992@news.povray.org...
> > a)  Drive people absolutely nuts and job security...
> > b)  TOO complex
> > c)  TOO Much CODE.
> >
> > Here's my solution...
> >
> > #declare RS=seed(9938);
> > //------------------------------------------------Wall
> > #declare R1=1;
> > #while(R1<3000)
> >   #declare RX=rand(RS)*50;
> >   #declare RY=rand(RS)*10;
> >   #declare ROD=rand(RS)*1+.5;
> >   #declare RSY=rand(RS)*.5+.5;
> >   #declare RSX=rand(RS)*.5+.5;
> >   sphere{<0,0,0>,ROD scale<RSX,RSY,1> translate<RX,RY,0>
> > texture{pigment{color Red}}}
> >   #declare R1=R1+1;
> > #end
> >
> > I made it only 10 units tall instead of your 25.  Looks better.
> >
> > Regards,
> > Robert J Becraft
> > aka cas### [at] aolcom
> >
> > "Tom Melly" <tom### [at] tomandlucouk> wrote in message
> > news:3c9b304f@news.povray.org...
> > > I'm working on a macro that will hopefully eventually generate a
> dry-stone
> > wall,
> > > but I'm running into problems. In the image below, the wall should
> approx.
> > fill
> > > the area marked out by the yellow cylinders, but it ain't.
> > >
> > > If anyone can be bothered to:
> > >
> > > a) work out what I'm trying to do
> > > b) work out how I'm trying to do it
> > > and
> > > c) what's going wrong
> > >
> > > then here is the code:
> > >
> > > //start code
> > >
> > > #version 3.5;
> > >
> > > #include "colors.inc"
> > >
> > > global_settings {
> > >   assumed_gamma 1.0
> > > }
> > >
> > > // ----------------------------------------
> > >
> > > camera {
> > >   location  <0.0, 1.5, -100.0>
> > >   look_at   <0.0, 1.5,  0.0>
> > > }
> > >
> > >
> > > light_source {
> > >   <0, 0, 0>            // light's position (translated below)
> > >   color rgb <1, 1, 1>  // light's color
> > >   translate <-30, 30, -30>
> > > }
> > >
> > > // ----------------------------------------
> > >
> > >
> > >
> > > #macro BuildWall()
> > >   #declare Rand1 = seed(142);
> > >   #declare Brick = sphere{0,1 pigment{Red}}
> > >   #declare Ground = plane{y,0 pigment{Green}}
> > >   #declare WallLen = 50;
> > >   #declare WallHi = 15;
> > >   #declare ThisLen = 0;
> > >   #declare ThisHi = 0;
> > >   #declare Wall = object{Ground}
> > >   #while(ThisLen <= WallLen & ThisHi <= WallHi)
> > >     #declare XScale = rand(Rand1)*2 + 0.5;
> > >     #declare YScale = rand(Rand1)*2 + 0.5;
> > >     #declare ZScale = rand(Rand1)*2 + 0.5;
> > >     #declare ThisBrick = object{Brick scale<XScale, YScale, ZScale>}
> > >     #if(ThisLen = 0)
> > >       #declare Norm = <0, 0, 0>;
> > >       #declare Start = <0,WallHi*2,0>;
> > >       #declare InterA = trace ( Wall, Start, <0, -1, 0>, Norm );
> > >       #declare Wall = union{
> > >         object{Wall}
> > >         object{ThisBrick translate y*(InterA.y + YScale)}
> > >       }
> > >       #declare ThisLen = XScale;
> > >       #declare ThisHi = InterA.y + YScale;
> > >     #else
> > >       #declare Norm = <0, 0, 0>;
> > >       #declare Start = <ThisLen+XScale,WallHi*2,0>;
> > >       #declare InterA = trace ( Wall, Start, <0, -1, 0>, Norm );
> > >       #if(InterA.y < ThisHi)
> > >         #declare Norm = <0, 0, 0>;
> > >         #declare Start = <WallLen*2,InterA.y + YScale,0>;
> > >         #declare InterB = trace ( Wall, Start, <-1, 0, 0>, Norm );
> > >         #declare Wall = union{
> > >           object{Wall}
> > >           object{ThisBrick translate<InterB.x + XScale, InterA.y +
> YScale,
> > 0>}
> > >         }
> > >       #end
> > >       #declare ThisLen = InterB.x + (XScale*2);
> > >       #declare ThisHi = InterA.y + YScale;
> > >       #if(ThisLen > WallLen & ThisHi <= WallHi)
> > >         #declare ThisLen = 0;
> > >       #end
> > >     #end
> > >   #end
> > > #end
> > >
> > > BuildWall()
> > > object{Wall}
> > >
> > > cylinder{0,y*25, 0.2 pigment{Yellow}}
> > > cylinder{0,y*25, 0.2 pigment{Yellow} translate x*50}
> > > cylinder{x*-10,x*60, 0.2 pigment{Yellow} translate y*15}
> > >
> > > //end code
> > >
> > > ... and here is the image
> > >
> > >
> > > --
> > > #macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
> > > B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
> > > 2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
> > > }light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
> > > 146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
> > >
> > >
> > >
> >
> >
> >
>
>
>


Post a reply to this message

From: Tom Melly
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 3 Apr 2002 07:18:40
Message: <3caaf320@news.povray.org>
"Robert J Becraft" <cas### [at] aolcom> wrote in message
news:3caa5992@news.povray.org...

Ooo - not bad. I'm still working on my version (now much more simplified). RL
has got in the way, but hopefully something to post soon. Currently running into
a problem where, under certain conditions, the macro finds the same hole that
needs filling, fails to fill it, then finds the hole again - aka infinite loop.


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.