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Just playing with my HF generator still.
-tgq
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Preview of image 'Lumpy.JPG'
![Lumpy.JPG](/povray.binaries.images/attachment/%3C3d47e8c5%40news.povray.org%3E/Lumpy.JPG?ttop=443840&toff=8950&preview=1)
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TinCanMan wrote:
> Just playing with my HF generator still.
>
> -tgq
Love it. Looks like an accident at the jello factory :)
Maybe you could try with a mixture of different colors
--
-Jide
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what is the resolution of your HF.. i've just never seen a HF that smooth..
it looks great, nice effect and texture.
-darrell
"TinCanMan" <Tin### [at] hotmail com> wrote in message
news:3d47e8c5@news.povray.org...
> Just playing with my HF generator still.
>
> -tgq
>
>
>
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"darrell miller" <dar### [at] tallskinnyboy com> wrote in message
news:3d480e54$1@news.povray.org...
> what is the resolution of your HF.. i've just never seen a HF that
smooth..
> it looks great, nice effect and texture.
>
> -darrell
The resolution of that one was 512x384, but remember that that is actually
several hfs tiled together.
-tgq
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Really nice. How did you make the burbly pattern? Is it a 'bumps' pattern
with pow{}?
I look forward to see your seamless pattern generator. I suppose it fades
the edges?
Regards,
Hugo
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"Hugo" <hua### [at] post3 tele dk> wrote in message
news:3d481a96@news.povray.org...
> Really nice. How did you make the burbly pattern? Is it a 'bumps' pattern
> with pow{}?
no, it is a crackle pattern with "form <1,0,0>"
>
> I look forward to see your seamless pattern generator.
It has been posted in binaries.scene-files. That one creates an image to be
used for a hf (or can be slightly modified for other uses, ie desktop
pattern, etc.) I will perhaps post a scenefile that uses the same type of
pattern using the internal "funtion image pattern" to create the hf, without
the need to run a secondary file.
> I suppose it fades
> the edges?
>
No, the image shows tiled hfs, there are seams (edges) right at the center
of the screen , the lumps run right across them.
-tgq
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> > I suppose it fades
> > the edges?
> No, the image shows tiled hfs, there are seams (edges) right at
> the center of the screen , the lumps run right across them.
:o) Sorry I meant it probably "cross fade" the edges, but not to zero, ehm
how do you say this in english.. The right edge of the pattern are cut off
and faded into the left edge.
Another approch is to morph the edges but that's more complicated and I'm
not sure it's necessary, but on the other hand, I suppose some patterns
don't crossfade well.
Anyway, your example looks perfect! :o)
Regards,
Hugo
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> :o) Sorry I meant it probably "cross fade" the edges, but not to zero,
ehm
> how do you say this in english.. The right edge of the pattern are cut off
> and faded into the left edge.
>
> Another approch is to morph the edges but that's more complicated and I'm
> not sure it's necessary, but on the other hand, I suppose some patterns
> don't crossfade well.
>
> Anyway, your example looks perfect! :o)
Thanks!
Actually, if you look at the scene file, the way it is done, is by
"unwrapping" spherical coordinates from a pattern and mapping them to a flat
plane so that 360deg stretches from 0 to 1. That way when you reach 1 on
the flat image, you have essentially looped back to 0 and start over again.
There tends to be a little distortion in the method I used, but I tried to
minimise it as best as I could. Regular type patterns like checker don't
come out so well (not the way you would expect, unless you expect them to
come out the way they do...), but it lends itself well to the more random
type patterns like crackle, bozo, etc. and even with turbulence.
This way there is no messy cross fading of edges, or morphing, everything
just naturally progresses in a loop. After coming up with this brainstorm
the other day on the way to work, I was happy (and perhaps surprised) that I
was as successful as I was.
-tgq
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This is absolutely cool and yummy! :P
Makes me want to eat it :)))
Bets regards.
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