POV-Ray : Newsgroups : povray.binaries.images : Dry stone wall - help! [12.4KB] Server Time
16 Aug 2024 06:15:58 EDT (-0400)
  Dry stone wall - help! [12.4KB] (Message 1 to 10 of 23)  
Goto Latest 10 Messages Next 10 Messages >>>
From: Tom Melly
Subject: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 08:23:27
Message: <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 'dw1.jpg' (13 KB)

Preview of image 'dw1.jpg'
dw1.jpg


 

From:
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 08:35:11
Message: <fhcm9u828ait8dv6qdnl804gj40jcrnj6a@4ax.com>
On Fri, 22 Mar 2002 13:23:26 -0000, "Tom Melly" <tom### [at] tomandlucouk> wrote:
> If anyone can be bothered to:

Sorry, i'm tired of functions currently and I want to not think for a moment
(only sigs can give me some enterainment) but take a look in Ken's macro
http://home.pacbell.net/tylereng/arbre.jpg. Perhaps something could be
borrowed. Personally I would use turbulenced isosurface of spheres (as
pattern) for such stones probably.

ABX


Post a reply to this message

From: Tom Melly
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 09:08:30
Message: <3c9b3ade$1@news.povray.org>

news:fhcm9u828ait8dv6qdnl804gj40jcrnj6a@4ax.com...

> Sorry, i'm tired of functions currently and I want to not think for a moment
> (only sigs can give me some enterainment) but take a look in Ken's macro
> http://home.pacbell.net/tylereng/arbre.jpg. Perhaps something could be
> borrowed. Personally I would use turbulenced isosurface of spheres (as
> pattern) for such stones probably.
>

I know the feeling...

I fully intend to use iso-surfaces when I get the basic code sorted - the
sphere's are just a quick and dirty temporary thing...

I'll take a look at Ken's macro (arbre.jpg?) - many thanks.


Post a reply to this message

From: Tom Melly
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 09:09:54
Message: <3c9b3b32$1@news.povray.org>
"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).


Post a reply to this message

From:
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 09:22:58
Message: <9efm9u4qstnder7tssujbna65u56gr6ohc@4ax.com>
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


Post a reply to this message

From: Bill DeWitt
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 09:53:22
Message: <3c9b4562@news.povray.org>
"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.


Post a reply to this message

From: Bill DeWitt
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 09:55:58
Message: <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?


Post a reply to this message

From: Shay
Subject: Re: Dry stone wall - I see the problem
Date: 22 Mar 2002 10:02:18
Message: <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.

 -Shay

Tom Melly <tom### [at] tomandlucouk> wrote in message
news:3c9b304f@news.povray.org...


Post a reply to this message

From: Tom Melly
Subject: Re: Dry stone wall - help! [12.4KB]
Date: 22 Mar 2002 10:09:51
Message: <3c9b493f$1@news.povray.org>
"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.


Post a reply to this message

From: Tom Melly
Subject: Re: Dry stone wall - I see the problem
Date: 22 Mar 2002 10:10:30
Message: <3c9b4966$1@news.povray.org>
"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.


Post a reply to this message

Goto Latest 10 Messages Next 10 Messages >>>

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