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How do/can you make a isosurface box that has a "rough" surface?
I have a (poor) image I made by hand of a "turbulent" box shape. Basically
I am trying to
make boxes that look like randomly made rectangular stones that have been
placed within
a stone wall (like a fireplace) but have been chipped to be somewhat
rectangular so they
can be placed somewhat close together.
Post a reply to this message
Attachments:
Download 'Image1.jpg' (3 KB)
Preview of image 'Image1.jpg'

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"Patrick Dugan" <pat### [at] netins net> wrote in message
news:3c9c9e4e@news.povray.org...
> How do/can you make a isosurface box that has a "rough" surface?
> I have a (poor) image I made by hand of a "turbulent" box shape.
Basically
> I am trying to
> make boxes that look like randomly made rectangular stones that have been
> placed within
> a stone wall (like a fireplace) but have been chipped to be somewhat
> rectangular so they
> can be placed somewhat close together.
>
>
>
>
>
>
>
i used the f_rounded_box function for the walls in this image
http://www.fishinglog.com/Art/bigThe%20Keep.html
Post a reply to this message
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How did you get the light to shine through the dust like that?
Sources would be incredibly useful.
"John & Amy Robinson" <jro### [at] columbus rr com> wrote in message
news:3c9ca1c3$1@news.povray.org...
>
> "Patrick Dugan" <pat### [at] netins net> wrote in message
> news:3c9c9e4e@news.povray.org...
> > How do/can you make a isosurface box that has a "rough" surface?
> > I have a (poor) image I made by hand of a "turbulent" box shape.
> Basically
> > I am trying to
> > make boxes that look like randomly made rectangular stones that have
been
> > placed within
> > a stone wall (like a fireplace) but have been chipped to be somewhat
> > rectangular so they
> > can be placed somewhat close together.
> >
> >
> >
> >
> >
> >
> >
> i used the f_rounded_box function for the walls in this image
> http://www.fishinglog.com/Art/bigThe%20Keep.html
>
>
>
>
Post a reply to this message
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Patrick Dugan wrote:
>
> How do/can you make a isosurface box that has a "rough" surface?
Have a look at:
http://www-public.tu-bs.de:8080/~y0013390/pov/wtunnel.html
for an example (note this is megapov syntax).
The isosurface tutorial in the Povray 3.5 docs should also give sufficient
explanation how to add 'roughness' to a shape.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
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That type would certainly be close. I am looking for a more "slate
like"/"platey" appearance but that might get me started.
Can you be more specific about the function? I have tried the function but
simply end up with a "rounded box." I tried:
isosurface {
function {f_rounded_box(x,y,z, 0.25, 0.25, 0.25, 0.25) }
pigment{Red}
scale 0.5
}
I'm no math whiz so I'm really not certain what the last four values should
really be. I've tried various values but always end up with a simple
rounded box. How do you get yours to look so randomish? I even tried using
a noise function like this:
isosurface {
function {f_rounded_box(x,y,z, f_noise3d(0, y, z), f_noise3d(0, y, z),
f_noise3d(0, y, z), f_noise3d(0, y, z)) }
pigment{Red}
scale 0.5
}
to no avail. I've used Povray for many years but I am find isosurfaces to
be a bit of a black art.
"John & Amy Robinson" <jro### [at] columbus rr com> wrote in message
news:3c9ca1c3$1@news.povray.org...
>
> "Patrick Dugan" <pat### [at] netins net> wrote in message
> news:3c9c9e4e@news.povray.org...
> > How do/can you make a isosurface box that has a "rough" surface?
> > I have a (poor) image I made by hand of a "turbulent" box shape.
> Basically
> > I am trying to
> > make boxes that look like randomly made rectangular stones that have
been
> > placed within
> > a stone wall (like a fireplace) but have been chipped to be somewhat
> > rectangular so they
> > can be placed somewhat close together.
> >
> >
> >
> >
> >
> >
> >
> i used the f_rounded_box function for the walls in this image
> http://www.fishinglog.com/Art/bigThe%20Keep.html
>
>
>
>
Post a reply to this message
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Patrick Dugan wrote:
>
> That type would certainly be close. I am looking for a more "slate
> like"/"platey" appearance but that might get me started.
> Can you be more specific about the function? I have tried the function but
> simply end up with a "rounded box." I tried:
>
> isosurface {
> function {f_rounded_box(x,y,z, 0.25, 0.25, 0.25, 0.25) }
> pigment{Red}
> scale 0.5
> }
>
> I'm no math whiz so I'm really not certain what the last four values should
> really be. I've tried various values but always end up with a simple
> rounded box. How do you get yours to look so randomish? I even tried using
> [...]
When looking for 'f_rounded_box' in the docs you get:
f_rounded_box(x,y,z, P0, P1, P2, P3).
The Rounded Box is defined in a cube from <-1, -1, -1> to <1, 1, 1>.
By changing the " Scale" parameters, the size can be adjusted,
without affecting the Radius of curvature.
P0 : Radius of curvature. Zero gives square corners, 0.1 gives corners
that match "sphere {0, 0.1}"
P1 : Scale x
P2 : Scale y
P3 : Scale z
If you add/subtract a noise function to the box this should probably
achieve what you want, something like:
f_rounded_box(...) - f_noise3d(x, y, z)*0.2
(see docs section 3.6.3.6)
And you should add an appropriate container and max_gradient to the
isosurface.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
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Well I have read the tutorials and attempted to create "something" that I
was pretty certain
would make a rough box shape. Instead it is perfectly square. For example:
isosurface {
function { f_rounded_box(x,y,z,0,1,1,1) - f_noise3d(x*5, y*5, z*5)*
0.25 }
pigment{Red}
scale 0.2
}
I wanted a sharp cornered rounded box with some turbulence to it. I felt the
second function
f_noise3d(x*5, y*5, z*5)* 0.25
(shown in the tutorial under the sphere example) should do what I wanted.
From the tutorial it
seemed to be the most likely function, but it apparently isn't.
"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3C9CACC2.D0857FB6@gmx.de...
>
>
> Patrick Dugan wrote:
> >
> > How do/can you make a isosurface box that has a "rough" surface?
>
> Have a look at:
>
> http://www-public.tu-bs.de:8080/~y0013390/pov/wtunnel.html
>
> for an example (note this is megapov syntax).
>
> The isosurface tutorial in the Povray 3.5 docs should also give sufficient
> explanation how to add 'roughness' to a shape.
>
> Christoph
>
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
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Patrick Dugan wrote:
>
> [...}
> isosurface {
> function { f_rounded_box(x,y,z,0,1,1,1) - f_noise3d(x*5, y*5, z*5)*
> 0.25 }
> pigment{Red}
> scale 0.2
> }
>
> [...]
> From the tutorial it
> seemed to be the most likely function, but it apparently isn't.
As said in the other post you need an appropriate container object. In
your example all surfaces are outside the (default) container, therefore
you only see the container itself.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
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I tried:
isosurface {
function { f_rounded_box(x,y,z,0,1,1,1) - f_noise3d(x, y, z)* 0.25 }
contained_by { box { -1 , 1} }
pigment{Red}
scale 0.2
}
but this yields a perfectly square box. No roughness at all. Would the
max_gradient make or break this?
"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3C9CB5CA.CA4992BB@gmx.de...
>
>
> Patrick Dugan wrote:
> >
> > That type would certainly be close. I am looking for a more "slate
> > like"/"platey" appearance but that might get me started.
> > Can you be more specific about the function? I have tried the function
but
> > simply end up with a "rounded box." I tried:
> >
> > isosurface {
> > function {f_rounded_box(x,y,z, 0.25, 0.25, 0.25, 0.25) }
> > pigment{Red}
> > scale 0.5
> > }
> >
> > I'm no math whiz so I'm really not certain what the last four values
should
> > really be. I've tried various values but always end up with a simple
> > rounded box. How do you get yours to look so randomish? I even tried
using
> > [...]
>
> When looking for 'f_rounded_box' in the docs you get:
>
> f_rounded_box(x,y,z, P0, P1, P2, P3).
> The Rounded Box is defined in a cube from <-1, -1, -1> to <1, 1, 1>.
> By changing the " Scale" parameters, the size can be adjusted,
> without affecting the Radius of curvature.
>
> P0 : Radius of curvature. Zero gives square corners, 0.1 gives corners
> that match "sphere {0, 0.1}"
> P1 : Scale x
> P2 : Scale y
> P3 : Scale z
>
> If you add/subtract a noise function to the box this should probably
> achieve what you want, something like:
>
> f_rounded_box(...) - f_noise3d(x, y, z)*0.2
>
> (see docs section 3.6.3.6)
>
> And you should add an appropriate container and max_gradient to the
> isosurface.
>
> Christoph
>
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
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"Patrick Dugan" <pat### [at] netins net> wrote in message
news:3c9c9e4e@news.povray.org...
> How do/can you make a isosurface box that has a "rough" surface?
> I have a (poor) image I made by hand of a "turbulent" box shape.
Basically
> I am trying to
> make boxes that look like randomly made rectangular stones that have been
> placed within
> a stone wall (like a fireplace) but have been chipped to be somewhat
> rectangular so they
> can be placed somewhat close together.
I was just doing that too after talking to Tom about stone walls and
talking to my lovely wife about the stone wall we want in the front yard.
Here's what I've got so far, there are some odd things in it from left over
experiments but I think the basics are there. Hopefully it doesn't wrap
funny...
////////////// Camera //////////////////////
camera { //
right < 1.333, 0.0, 0.0 > //
up < 0.0, 1.0, 0.0 > //
direction < 0.0, 0.0, 1.0 > //
location < 3.0, 3.0, 7.0 >
look_at < 0.0, 0.0, 0.0 > //
} //
////////////// end Camera //////////////////
/////////////// Light ////////////////
light_source { < 1000.0, 1000.0, 1000.0 >
color rgb < 1.0, 1.0, 1.0 > }
#declare Rock=function{
pigment{
crackle
turbulence 0.25
color_map { [0 rgb 1] [1 rgb 0] }
scale < 0.5, 0.25, 0.5 >*3
}
}
#declare Wall1 = function { max((x*x*x-1),(y*y-1),(z*z-1)) }
#declare RockWall =
isosurface {
function {
Wall1(x,y,z)
+Rock(x,y,z).x
*0.5
}
contained_by { box { <-8.0,-1.5,-1.5 >,
< 8.0, 1.5, 1.5 > }
accuracy 0.0001
max_gradient 25
pigment { rgb 1 }
finish { ambient 0.125 }
translate < 0.0, 0.0, 0.0 >
}
object { RockWall }
Post a reply to this message
Attachments:
Download 'RockWall02.jpg' (15 KB)
Preview of image 'RockWall02.jpg'

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Yes! Thank you!
isosurface {
function { f_rounded_box(x,y,z,0,0.75,0.75,0.75) - f_noise3d(x, y, z)*
0.25 }
contained_by { box { -1 , 1} }
max_gradient 0.5
pigment{Red}
scale 0.2
}
I made the function smaller than the box and finally got something like I
want.
(I'm sorry I'm so dense about this.)
"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3C9CB8C2.E4D0FC55@gmx.de...
>
>
> Patrick Dugan wrote:
> >
> > [...}
> > isosurface {
> > function { f_rounded_box(x,y,z,0,1,1,1) - f_noise3d(x*5, y*5, z*5)*
> > 0.25 }
> > pigment{Red}
> > scale 0.2
> > }
> >
> > [...]
> > From the tutorial it
> > seemed to be the most likely function, but it apparently isn't.
>
> As said in the other post you need an appropriate container object. In
> your example all surfaces are outside the (default) container, therefore
> you only see the container itself.
>
> Christoph
>
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
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I tweaked it some more and finally got this:
isosurface {
function { f_rounded_box(x,y,z,0,0.85,0.85,0.85) - f_noise3d(x*5, y*5,
z*5)* 0.05 }
contained_by { box { -1 , 1} }
max_gradient 25
pigment {
gradient y
color_map {
[0.00 color Gray90]
[0.20 color Gray30]
[0.40 color Gray80]
[0.60 color Gray20]
[0.80 color Gray10]
[1.00 color Gray80]
}
turbulence 0.75
scale <1,0.1,1>
}
finish {ambient 0.4}
scale <0.3,0.1,0.3>
}
That was the look I was trying to achieve. Thanks for your help!
"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3C9CB8C2.E4D0FC55@gmx.de...
>
>
> Patrick Dugan wrote:
> >
> > [...}
> > isosurface {
> > function { f_rounded_box(x,y,z,0,1,1,1) - f_noise3d(x*5, y*5, z*5)*
> > 0.25 }
> > pigment{Red}
> > scale 0.2
> > }
> >
> > [...]
> > From the tutorial it
> > seemed to be the most likely function, but it apparently isn't.
>
> As said in the other post you need an appropriate container object. In
> your example all surfaces are outside the (default) container, therefore
> you only see the container itself.
>
> Christoph
>
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
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this is the code i used. scaling the wrinkles pigment gives different
'smoothness' of bricks. i guess granite or bumps would do just as well.
the random seed also makes sure every brick is different. you could also
try messing around with the gray value.
john
/////
#declare f_rounded_box = function { internal(60) }
#declare rndm = seed(14577);
#macro aBrick(Seed)
#local W1 = function { pigment {wrinkles scale 2.5 translate
<Seed,Seed,Seed> } }
isosurface {
function { f_rounded_box(x,y,z,0.01,1.5,0.7,0.3) - W1(x,y,z).gray*0.65 }
threshold 0
max_gradient 1.7
accuracy 0.01
contained_by { box {<-2,-1,-1>,<2,1,0>} }
scale 10
pigment { rgb 0.975 }
finish { ambient 0.1 diffuse 0.8 reflection { 0 }specular 0.1 roughness
0.005 }
}
#end
#declare yC = 0;
#while(yC < 50)
#declare xC = -50;
#while(xC < 50)
object { aBrick(rand(rndm)*999999) translate <xC,yC,0> }
object { aBrick(rand(rndm)*999999) translate <xC-16.5,yC+18,0> }
#declare xC = xC + 33;
#end
#declare yC = yC + 36;
#end
camera {
location <50,50,-150>
look_at <0,25,0>
}
light_source { <100,50,-200> rgb 1 }
///////
"Patrick Dugan" <pat### [at] netins net> wrote in message
news:3c9cddec@news.povray.org...
> I tweaked it some more and finally got this:
>
> isosurface {
> function { f_rounded_box(x,y,z,0,0.85,0.85,0.85) - f_noise3d(x*5,
y*5,
> z*5)* 0.05 }
> contained_by { box { -1 , 1} }
> max_gradient 25
> pigment {
> gradient y
> color_map {
> [0.00 color Gray90]
> [0.20 color Gray30]
> [0.40 color Gray80]
> [0.60 color Gray20]
> [0.80 color Gray10]
> [1.00 color Gray80]
> }
> turbulence 0.75
> scale <1,0.1,1>
> }
> finish {ambient 0.4}
> scale <0.3,0.1,0.3>
> }
>
> That was the look I was trying to achieve. Thanks for your help!
>
>
> "Christoph Hormann" <chr### [at] gmx de> wrote in message
> news:3C9CB8C2.E4D0FC55@gmx.de...
> >
> >
> > Patrick Dugan wrote:
> > >
> > > [...}
> > > isosurface {
> > > function { f_rounded_box(x,y,z,0,1,1,1) - f_noise3d(x*5, y*5,
z*5)*
> > > 0.25 }
> > > pigment{Red}
> > > scale 0.2
> > > }
> > >
> > > [...]
> > > From the tutorial it
> > > seemed to be the most likely function, but it apparently isn't.
> >
> > As said in the other post you need an appropriate container object. In
> > your example all surfaces are outside the (default) container, therefore
> > you only see the container itself.
> >
> > Christoph
> >
> > --
> > POV-Ray tutorials, IsoWood include,
> > TransSkin and more: http://www.tu-bs.de/~y0013390/
> > Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
>
>
Post a reply to this message
Attachments:
Download 'wall.jpg' (19 KB)
Preview of image 'wall.jpg'

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i had to set the light source to be a really high rgb value. for some
reason i had to also put a plane behind the stain glass or it just came out
looking dull. heres a 'makeshift' bit of code.
john
////////
global_settings {
ambient_light rgb 0.0
max_trace_level 10
radiosity {
pretrace_start 0.08
pretrace_end 0.02
count 100
nearest_count 8
error_bound 1.15
recursion_limit 6
low_error_factor 0.6
adc_bailout 1/255
gray_threshold 0.05
minimum_reuse 0.015
brightness 0.125
max_sample -1
normal on
}
}
media {
intervals 50
scattering { 2, rgb 0.005 }
samples 1, 5
confidence 0.95
variance 1/128
ratio 0.9
}
#declare Dull = finish { ambient 0.05 diffuse 0.3 reflection 0.0 specular 1
roughness 0.001 }
#declare Cutty =
union {
box {<-15,-40,-2>,<15,0,2>}
intersection {
cylinder {<-10,0,-2>,<-10,0,2>,25}
cylinder {<10,0,-2.1>,<10,0,2.1>,25}
}
}
difference {
box {<-210,-110,31>,<210,130,-340>}
box {<-200,-50,29>,<200,125,-330>}
object { Cutty translate <0,40,30> }
pigment { rgb 1 }
finish {
ambient 0.1
diffuse 0.8
reflection { 0 }
specular 0.1
roughness 0.005
}
normal { granite 0.2 scale 1 }
}
box {<-16,-1,30.5>,<16,70,30.6>
pigment {
image_map { gif "bruce4.gif" interpolate 2 filter all 0.6}
translate <-0.5,0,0>
scale <32,75,1>*0.8
}
finish { Dull }
}
camera {
perspective
location <85,-30,-190>
direction <0,0,1.5>
look_at <-55,0,30>
}
light_source { <0,60,-260> rgb <1,0.5,0.2>*0.4 media_interaction off }
light_source { <0,1200,2000> rgb 25 }
background { rgb 1 }
plane {<0,0,1>,2100 hollow pigment { rgb 0.05 } finish { Dull }}
/////////////////// the end
"Alastair Murray" <ala### [at] hotmail com> wrote in message
news:3c9cab9b$1@news.povray.org...
> How did you get the light to shine through the dust like that?
>
> Sources would be incredibly useful.
>
>
> "John & Amy Robinson" <jro### [at] columbus rr com> wrote in message
> news:3c9ca1c3$1@news.povray.org...
> >
> > "Patrick Dugan" <pat### [at] netins net> wrote in message
> > news:3c9c9e4e@news.povray.org...
> > > How do/can you make a isosurface box that has a "rough" surface?
> > > I have a (poor) image I made by hand of a "turbulent" box shape.
> > Basically
> > > I am trying to
> > > make boxes that look like randomly made rectangular stones that have
> been
> > > placed within
> > > a stone wall (like a fireplace) but have been chipped to be somewhat
> > > rectangular so they
> > > can be placed somewhat close together.
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > i used the f_rounded_box function for the walls in this image
> > http://www.fishinglog.com/Art/bigThe%20Keep.html
> >
> >
> >
> >
>
>
Post a reply to this message
Attachments:
Download 'light.jpg' (9 KB)
Preview of image 'light.jpg'

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Bill, that looks about perfect for the type of walls you see along highways (where
they've cut through hills). Evaluating the
pigment
properly might be problematical, but I think there's a use for what you have here.
Salute,
Grim
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I played with this idea also, but tried to create the box as a math
function. I quickly found a solution to creating a cubic box using a simple
equation, but it uses outrageous exponents, of course. A moments though will
show why. However, I did not want perfect edges; rather, a rounded box will
work fine for this idea. I just took the absolute values of x^11, y^11, and
z^11 and added them to get a very decent rounded box structure.
Then I added a crackle function that I scaled to produce "exfoliation"
layers like real slate or shale would have, and added it to that box function
with some turbulence. Here are a few simple images that the functions created,
using a straight brown pigment scheme. I will go back and play with the texture
and pigment now and see what emerges.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
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Attachments:
Download 'Isobox02.jpg' (6 KB)
Download 'Isobox03.jpg' (6 KB)
Download 'Isobox05.jpg' (7 KB)
Download 'Isobox06.jpg' (7 KB)
Preview of image 'Isobox02.jpg'

Preview of image 'Isobox03.jpg'

Preview of image 'Isobox05.jpg'

Preview of image 'Isobox06.jpg'

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I probably should have mentioned that he would want to use a different
pigment to get a different rock... here is wood, which makes a good stone...
////////////// Camera //////////////////////
camera { //
right < 1.333, 0.0, 0.0 > //
up < 0.0, 1.0, 0.0 > //
direction < 0.0, 0.0, 1.0 > //
location < 3.0, 3.0, 3.0 >
look_at < 0.0, 0.0, 0.0 > //
} //
////////////// end Camera //////////////////
/////////////// Light ////////////////
light_source { < 1000.0, 1000.0, 1000.0 >
color rgb < 1.0, 1.0, 1.0 > }
#declare Rock=function{
pigment{
wood
turbulence 0.125
color_map { [0 rgb 1] [1 rgb 0] }
scale < 0.5, 0.25, 0.5 >
}
}
#declare Wall = function { max((x*x-1),(y*y-1),(z*z-1)) }
#declare RockWall =
isosurface {
function {
Wall(x,y,z)
+Rock(x,y,z).x
*0.125
}
contained_by { box {
<-1.5,-1.5,-1.5 >,
< 1.5, 1.5, 1.5 >
}
}
accuracy 0.0001
max_gradient 20
pigment { rgb 1 }
finish { ambient 0.0625 }
translate < 0.0, 0.0, 0.0 >
}
object { RockWall }
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Attachments:
Download 'RockWall03.jpg' (17 KB)
Preview of image 'RockWall03.jpg'

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From: Sir Charles W Shults III
Subject: Re: Turbulent Isosurface box? Maybe a tree...
Date: 23 Mar 2002 19:23:37
Message: <3c9d1c89@news.povray.org>
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Man, I love this stuff- I have moved a few equations around and came up with
a pretty fair redwood tree trunk. You can see a little container clipping on
the front, but I will get rid of that. Here is the image, and it is not far
removed from the turbulent stone images except by a couple of math terms.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
#macro B(a,b)sphere{<a,b,13>.5pigment{agate}finish{phong.3}}#end#macro N(c,k,a)
#if(k<7)#if(mod(c,2))B(k,a)B(-k,-a)#end N(int(c/2)k+1a)#end#end light_source{0
rgb 1}N(61,1,1)N(37,1,0)N(55,1,-1)N(4,1,-2)N(4,1,-3)N(1,1,3)
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Attachments:
Download 'Treetrnk.jpg' (31 KB)
Preview of image 'Treetrnk.jpg'

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From: John & Amy Robinson
Subject: Re: Turbulent Isosurface box? Maybe a tree...
Date: 23 Mar 2002 20:00:53
Message: <3c9d2545$1@news.povray.org>
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"Sir Charles W. Shults III" <aic### [at] cfl rr com> wrote in message
news:3c9d1c89@news.povray.org...
> Man, I love this stuff- I have moved a few equations around and came
up with
> a pretty fair redwood tree trunk. You can see a little container clipping
on
> the front, but I will get rid of that. Here is the image, and it is not
far
> removed from the turbulent stone images except by a couple of math terms.
>
> Cheers!
>
> Chip Shults
> My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
>
> #macro B(a,b)sphere{<a,b,13>.5pigment{agate}finish{phong.3}}#end#macro
N(c,k,a)
> #if(k<7)#if(mod(c,2))B(k,a)B(-k,-a)#end N(int(c/2)k+1a)#end#end
light_source{0
> rgb 1}N(61,1,1)N(37,1,0)N(55,1,-1)N(4,1,-2)N(4,1,-3)N(1,1,3)
>
>
>
>
neat. it would make a great petrified forest.
john
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You mean like this?
--
Phil
Over 400 billion cups of coffee are consumed yearly. It's a
commodity that's 2nd only to oil...Maybe I should cut back.
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Attachments:
Download 'iso_brick.jpg' (8 KB)
Preview of image 'iso_brick.jpg'

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Thanks alot.
"John & Amy Robinson" <jro### [at] columbus rr com> wrote in message
news:3c9ceb50@news.povray.org...
> i had to set the light source to be a really high rgb value. for some
> reason i had to also put a plane behind the stain glass or it just came
out
> looking dull. heres a 'makeshift' bit of code.
>
> john
>
> ////////
>
> global_settings {
> ambient_light rgb 0.0
> max_trace_level 10
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.02
> count 100
> nearest_count 8
> error_bound 1.15
> recursion_limit 6
> low_error_factor 0.6
> adc_bailout 1/255
> gray_threshold 0.05
> minimum_reuse 0.015
> brightness 0.125
> max_sample -1
> normal on
> }
> }
>
> media {
> intervals 50
> scattering { 2, rgb 0.005 }
> samples 1, 5
> confidence 0.95
> variance 1/128
> ratio 0.9
> }
>
> #declare Dull = finish { ambient 0.05 diffuse 0.3 reflection 0.0 specular
1
> roughness 0.001 }
>
> #declare Cutty =
> union {
> box {<-15,-40,-2>,<15,0,2>}
> intersection {
> cylinder {<-10,0,-2>,<-10,0,2>,25}
> cylinder {<10,0,-2.1>,<10,0,2.1>,25}
> }
> }
>
> difference {
> box {<-210,-110,31>,<210,130,-340>}
> box {<-200,-50,29>,<200,125,-330>}
> object { Cutty translate <0,40,30> }
> pigment { rgb 1 }
> finish {
> ambient 0.1
> diffuse 0.8
> reflection { 0 }
> specular 0.1
> roughness 0.005
> }
> normal { granite 0.2 scale 1 }
> }
>
> box {<-16,-1,30.5>,<16,70,30.6>
> pigment {
> image_map { gif "bruce4.gif" interpolate 2 filter all 0.6}
> translate <-0.5,0,0>
> scale <32,75,1>*0.8
> }
> finish { Dull }
> }
>
> camera {
> perspective
> location <85,-30,-190>
> direction <0,0,1.5>
> look_at <-55,0,30>
> }
>
> light_source { <0,60,-260> rgb <1,0.5,0.2>*0.4 media_interaction off }
>
> light_source { <0,1200,2000> rgb 25 }
>
> background { rgb 1 }
>
> plane {<0,0,1>,2100 hollow pigment { rgb 0.05 } finish { Dull }}
>
>
>
> /////////////////// the end
>
> "Alastair Murray" <ala### [at] hotmail com> wrote in message
> news:3c9cab9b$1@news.povray.org...
> > How did you get the light to shine through the dust like that?
> >
> > Sources would be incredibly useful.
> >
> >
> > "John & Amy Robinson" <jro### [at] columbus rr com> wrote in message
> > news:3c9ca1c3$1@news.povray.org...
> > >
> > > "Patrick Dugan" <pat### [at] netins net> wrote in message
> > > news:3c9c9e4e@news.povray.org...
> > > > How do/can you make a isosurface box that has a "rough" surface?
> > > > I have a (poor) image I made by hand of a "turbulent" box shape.
> > > Basically
> > > > I am trying to
> > > > make boxes that look like randomly made rectangular stones that have
> > been
> > > > placed within
> > > > a stone wall (like a fireplace) but have been chipped to be somewhat
> > > > rectangular so they
> > > > can be placed somewhat close together.
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > i used the f_rounded_box function for the walls in this image
> > > http://www.fishinglog.com/Art/bigThe%20Keep.html
> > >
> > >
> > >
> > >
> >
> >
>
>
>
Post a reply to this message
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From: Alf Peake
Subject: Re: Turbulent Isosurface box? Maybe a tree...
Date: 24 Mar 2002 10:46:26
Message: <3c9df4d2@news.povray.org>
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Hey! Makes a decent termite mound?
Alf
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On Sat, 23 Mar 2002 11:18:29 -0600, "Patrick Dugan" <pat### [at] netins net>
wrote:
> I tried:
>
> isosurface {
> function { f_rounded_box(x,y,z,0,1,1,1) - f_noise3d(x, y, z)* 0.25 }
> contained_by { box { -1 , 1} }
> pigment{Red}
> scale 0.2
> }
>
> but this yields a perfectly square box. No roughness at all. Would the
> max_gradient make or break this?
Becouse f_rounded_box has strange definition of inside probably. Try IC_Box
function from iso_csg library.
http://www-public.tu-bs.de:8080/~y0013390/pov/ic/index.html
ABX
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From: Corey Woodworth
Subject: Re: Turbulent Isosurface box? Maybe a tree...
Date: 25 Mar 2002 05:56:52
Message: <3c9f0274$1@news.povray.org>
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"Alf Peake" <alf### [at] peake42 freeserve co uk> wrote in message
news:3c9df4d2@news.povray.org...
> Hey! Makes a decent termite mound?
LOL! Yeah it does!
Corey
> Alf
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Oops I forgot some code...(watch out for word wrap)
#declare Pig1=
function{
pigment{
wrinkles
color_map{[0 rgb 1][.75 rgb 0][1 rgb<.3,.95,.3>]}
scale 0.75
}
}
isosurface {
function { max(abs(x)-1, abs(y)-1, abs(z)-1)+(Pig1(x,y,z).gray*.24)}
contained_by{box{-1,1}}
threshold 0
accuracy 0.001
max_gradient 4.105
texture{T_Stone43}
}
--
Phil
Over 400 billion cups of coffee are consumed yearly. It's a
commodity that's 2nd only to oil...Maybe I should cut back.
Post a reply to this message
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