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"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3c9b3ade$1@news.povray.org...
>
> I'll take a look at Ken's macro (arbre.jpg?) - many thanks.
>
Ah! - I suspect that this won't help me as his bricks are too regular for a
dry-stone wall (or at least of the type I'm trying to create).
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On Fri, 22 Mar 2002 14:09:54 -0000, "Tom Melly" <tom### [at] tomandlucouk> wrote:
> Ah! - I suspect that this won't help me as his bricks are too regular for a
> dry-stone wall (or at least of the type I'm trying to create).
I didn't looked at his macro (perhaps it is pigment) but You can use centers
of cells and dimensions as radius, then create isosurface and adjust
turbulencing.
ABX
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"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
Well, skipping a) and b) and looking only at the image, it looks like
you have a mismatched loop somewhere. It goes across but not up. I will take
a few more minutes to look it over but so far your method befuddles* me.
*Remembering that I am easily befuddled by math-like thingies.
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#while(ThisLen <= WallLen & ThisHi <= WallHi)
Doesn't the above fail as soon as one of the conditions are met?
Shouldn't they be in two statements, one repeating until the other fails?
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Trace hits all of the stones in the first row, because they are all stacked
in a straight line. On subsequent rows, the trace is only hitting
occasionally. One miss starts you back on the ground.
-Shay
Tom Melly <tom### [at] tomandlucouk> wrote in message
news:3c9b304f@news.povray.org...
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"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3c9b45fe$1@news.povray.org...
> #while(ThisLen <= WallLen & ThisHi <= WallHi)
>
> Doesn't the above fail as soon as one of the conditions are met?
> Shouldn't they be in two statements, one repeating until the other fails?
>
Ah! I think that's it - it should be an "or" rather than an "and". Ta.
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"Shay" <sah### [at] simcopartscom> wrote in message news:3c9b477a$1@news.povray.org...
> Trace hits all of the stones in the first row, because they are all stacked
> in a straight line. On subsequent rows, the trace is only hitting
> occasionally. One miss starts you back on the ground.
>
Hmm, no I think that's alright. At any rate, it's intended.... I think Bill has
spotted it.
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Tom Melly <tom### [at] tomandlucouk> wrote in message
news:3c9b493f$1@news.povray.org...
>
> Ah! I think that's it - it should be an "or" rather than an "and". Ta.
>
Your stones will go on for a very long distance this way.
-Shay
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"Shay" <sah### [at] simcopartscom> wrote in message news:3c9b4ad9@news.povray.org...
>
> Tom Melly <tom### [at] tomandlucouk> wrote in message
> news:3c9b493f$1@news.povray.org...
> >
> > Ah! I think that's it - it should be an "or" rather than an "and". Ta.
> >
>
> Your stones will go on for a very long distance this way.
>
Yes - Bill's pointed out the problem, but I'm still working on the solution. I
don't think there's a perfect solution using this method, except to try
different random seeds. However, it's starting to look like it might produce
some nice results.... Hopefully I'll have a second image post RSN.
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Tom Melly <tom### [at] tomandlucouk> wrote in message
news:3c9b4eda$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;
-Shay
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