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> Maybe You can post a source code (or email it to me mailto:pov### [at] raf256 com)
Well, honestly, I'd much rather learn how to make a patch out of it so I
could distribute it myself.
I also have to go through povlegal.doc and make sure everything complies.
And I have a few more things I want to do before I release anything.
- Slime
[ http://www.slimeland.com/ ]
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> Well, honestly, I'd much rather learn how to make a patch
> out of it so I could distribute it myself.
Would those be available as 'plugins' to the existing POV source, so one
could gather patches from everywhere and make a personal megapov? Otherwise
I think it's best to release one big megapov with all reasonable patches.
Regards
Hugo
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Ah, well, got it. Thanks.
-Ive
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I've needed this very often.
Suggestion: Make the repeat feature take a 4d vector* rather than a
float so that the three regular dimensions are also repeatable. With
that feature, the patch would aslo be very useful for still images.
* Hmm, you'd have to have some way to specify "no repeat" for each
dimension. Interpreting 0 as no repeat might suffice.
Example:
repeat <0,1,2,3>
No repeat along x axis, repeat every 1 unit along y axis, repeat every 2
units along z axis, repeat every 3 units along slice axis.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com (updated Sep 8)
POV-Ray Ring: http://webring.povray.co.uk
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> I've needed this very often.
Ah, I was hoping you'd reply! You do a lot with animations I noticed, so I
thought this might interest you.
> Suggestion: Make the repeat feature take a 4d vector* rather than a
> float so that the three regular dimensions are also repeatable. With
> that feature, the patch would aslo be very useful for still images.
What you're suggesting here is exactly what I started doing in the first
place. For some reason, I abandoned it and decided that it was better to
only do it in the 4th dimension.
Oh, right, I remember. It seems like a great idea at first, but in practice,
it would only be helpful in very limited situations. See, the thing is, a
repeatable noise pattern in, say, the X direction, is only useful until you
do something more with it. For instance, if you apply turbulence, it no
longer repeats (since the turbulence itself doesn't repeat). If you use it
for the wrinkles or granite pattern, it doesn't repeat anymore, because
you're overlaying it with other versions of itself whose repeat vectors have
different sizes (due to scaling). There are similar situations with other
patterns. In practice, the only place it would repeat would be with a simple
bozo pattern.
This problem doesn't happen in the 4th dimension, since all the manipulation
of the noise function is done in three dimensions.
Besides that, the only use for repeating in dimensions other than the 4th is
for creating tiled images, and there maybe some other obscure uses, but it
just doesn't seem like it'd be helpful enough to implement.
Ideally, one could also apply a noise_generator to a turbulence block, which
would increase it's usefullness. If I ever implement that, perhaps I'll make
repeat a 4D vector.
> * Hmm, you'd have to have some way to specify "no repeat" for each
> dimension. Interpreting 0 as no repeat might suffice.
That's what I'm doing =)
- Slime
[ http://www.slimeland.com/ ]
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Slime wrote:
> What you're suggesting here is exactly what I started
> doing in the first place. For some reason, I abandoned
> it and decided that it was better to only do it in the
> 4th dimension.
>
> Oh, right, I remember. It seems like a great idea at
> first, but in practice, it would only be helpful in
> very limited situations.
Fair enough. Still sounds very useful!
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com (updated Sep 8)
POV-Ray Ring: http://webring.povray.co.uk
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In article <3da1eb7c@news.povray.org>, "Ive" <ive### [at] lilysoft com> wrote:
> Sorry, I'm a math dummy, but what is the advantage of
> 4 dimensional noise?
> Or is it only useful for animations?
Animation is the main place it is useful, the having a fourth dimension
available won't really affect stills. In animations it can be used for
waves, fire, smoke...lots of other "smoothly random" things that change
with time.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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> Or is it only useful for animations?
After thinking about this a bit, I realize that there are occasional
instances where it's useful to have 4D noise in a still image. Mainly, you
might be creating a function which relies on the random noise function
twice. It needs two similar random noise functions, but they can't be
identical. (Perhaps you're creating a 3D vector with 3 functions, one for x,
one for y, one for z, which you normalize. Perhaps you're simulating
turbulence somehow. Maybe you just want to see what noise1() + noise2()
turns out to be.) By taking different slices of the 4D noise function, you
can get these two similar noise functions that aren't identical.
- Slime
[ http://www.slimeland.com/ ]
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In article <3da4655f@news.povray.org>, "Slime" <slm### [at] slimeland com>
wrote:
> After thinking about this a bit, I realize that there are occasional
> instances where it's useful to have 4D noise in a still image. Mainly, you
> might be creating a function which relies on the random noise function
> twice. It needs two similar random noise functions, but they can't be
> identical. (Perhaps you're creating a 3D vector with 3 functions, one for x,
> one for y, one for z, which you normalize. Perhaps you're simulating
> turbulence somehow. Maybe you just want to see what noise1() + noise2()
> turns out to be.) By taking different slices of the 4D noise function, you
> can get these two similar noise functions that aren't identical.
4D noise will be slower to compute than 3D noise. I think a better
solution for this case would be to allow a seed to be specified for the
individual noise generators.
With my "dream syntax", random number generators and noise generators
would have a syntax closer to a pigment/pattern function, and you could
specify any number of customized ones with different parameters.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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In article <3da24b04@news.povray.org>, "Slime" <slm### [at] slimeland com>
wrote:
> Well, honestly, I'd much rather learn how to make a patch out of it so I
> could distribute it myself.
What I've always done is just to package up the modified files and a
description or instructions into a compressed archive of some
sort...zip, tgz, whatever. Then post that to povray.binaries.programming
or put it on a web site. If the patch is simple enough, just work up a
description of what modifications to make.
There are tools to automate this, but not everyone has them.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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