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From: PM 2Ring
Subject: IsoStones
Date: 11 Sep 2005 09:10:01
Message: <web.43242b50bddb89c077d3bc6c0@news.povray.org>
This group of stones is a single isosurface. The wet sand is a
normal-perturbed plane. The stone textures are the standard textures
in stones.inc.

Now I just need to figure out how to perturb the stones' positions a bit
more...


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From: Daniel Hulme
Subject: Re: IsoStones
Date: 11 Sep 2005 09:33:30
Message: <20050911143333.0fd98dec@dh286.pem.cam.ac.uk>
Very nice.

-- 
There was a young man from Japan,    . o O ( http://surreal.istic.org/ )
Who wrote verse that just wouldn't scan;   ( It's like a DEATH CIRCUS! )
When they said, "But the thing Has to go with a swing,"     GPG 885b170d
He said, "Yes, but I like to make the last line just as long as I can."


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From: Orchid XP v2
Subject: Re: IsoStones
Date: 11 Sep 2005 15:19:49
Message: <43248355$1@news.povray.org>
Very cute! How did you do the stones? Blobs?


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From: s day
Subject: Re: IsoStones
Date: 11 Sep 2005 18:20:00
Message: <web.4324acb08195286b02b99870@news.povray.org>
"PM 2Ring" <nomail@nomail> wrote:
> This group of stones is a single isosurface. The wet sand is a
> normal-perturbed plane. The stone textures are the standard textures
> in stones.inc.
>
> Now I just need to figure out how to perturb the stones' positions a bit
> more...

Excellent stones, I spent a while trying to get good isosurface stone shapes
for one of my IRTC entries for this round. (I didn't get as intersting
shapes as you managed would you mind posting the source for a couple so I
can see how you did it....

Here's how I created one of mine

#declare  S = function { sqrt(pow(x,2) + pow(y,2) + pow(z,2)) - 2 }

#declare Stone1 = isosurface {
  function {
S(x,y*(1.5-y/12),z)-f_wrinkles(x*0.3,y*0.5,z*0.03)*0.05-fn_scallop_ripples(x,y,z).gray*0.001-f_wrinkles(x*3,y*4,z*4)*0.
005
}
        accuracy isoAccuracy
        max_gradient 2.75
        contained_by{sphere{0,2.2}}
}

Sean


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From: Greg M  Johnson
Subject: Re: IsoStones
Date: 11 Sep 2005 20:55:02
Message: <4324d1e6$1@news.povray.org>
It's nice.
As a piece of art, however, I think it would look cool if you put one 
"vectorish" texture in there, to let us know it's not a photo and provide 
thematic contrast.

"PM 2Ring" <nomail@nomail> wrote in message 
news:web.43242b50bddb89c077d3bc6c0@news.povray.org...
> This group of stones is a single isosurface. The wet sand is a
> normal-perturbed plane. The stone textures are the standard textures
> in stones.inc.
>
> Now I just need to figure out how to perturb the stones' positions a bit


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From: Jim Charter
Subject: Re: IsoStones
Date: 11 Sep 2005 23:00:03
Message: <4324ef33$1@news.povray.org>
PM 2Ring wrote:
> This group of stones is a single isosurface. The wet sand is a
> normal-perturbed plane. The stone textures are the standard textures
> in stones.inc.
> 
> Now I just need to figure out how to perturb the stones' positions a bit
> more...
> 
> 
> 
> ------------------------------------------------------------------------
> 
Those are damned nice.  They hold the same fascination for me as real 
polished stones.


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From: PM 2Ring
Subject: Re: IsoStones
Date: 11 Sep 2005 23:20:01
Message: <web.4324f3c08195286ad93754b0@news.povray.org>
"PM 2Ring" <nomail@nomail> wrote:
> This group of stones is a single isosurface. The wet sand is a
> normal-perturbed plane. The stone textures are the standard textures
> in stones.inc.
>
> Now I just need to figure out how to perturb the stones' positions a bit
> more...

Thanks everyone for all the nice comments. Here's the source code:

//------------------------------------------------------------

// Persistence of Vision Ray Tracer Scene Description File
// File: IsoBalls.pov
// Vers: 3.6
// Desc: Multiple distorted spheres using a single isosurface
// Date: 2005.09.03
// Auth: PM 2Ring
//
//  -D +A0.1 +AM2 +R2
//  -F +A0.6 +AM2 +R2
//

#include "colors.inc"
#include "stones.inc"
#include "functions.inc"

global_settings {
  assumed_gamma 1.0
  max_trace_level 7
}

#declare W = 1/8;                  //Cell width
#declare R = W*.70;                 //Stone radius
#declare D = 0.875/R;              //Radius deformation rate
#declare H = .55;                  //Stone height

#declare StoneMax=44;

#declare T_Stones = array[StoneMax]{
  T_Stone1, T_Stone2, T_Stone3, T_Stone4, T_Stone5,
  T_Stone6, T_Stone7, T_Stone8, T_Stone9, T_Stone10,
  T_Stone11, T_Stone12, T_Stone13, T_Stone14, T_Stone15,
  T_Stone16, T_Stone17, T_Stone18, T_Stone19, T_Stone20,
  T_Stone21, T_Stone22, T_Stone23, T_Stone24, T_Stone25,
  T_Stone26, T_Stone27, T_Stone28, T_Stone29, T_Stone30,
  T_Stone31, T_Stone32, T_Stone33, T_Stone34, T_Stone35,
  T_Stone36, T_Stone37, T_Stone38, T_Stone39, T_Stone40,
  T_Stone41, T_Stone42, T_Stone43, T_Stone44,
}

#declare MultiStone = texture{
  cells translate 0.5*y+11
  texture_map{
  #declare I=0;
  #while(I<StoneMax)
    [I/StoneMax T_Stones[I]]
    [(I+1)/StoneMax T_Stones[I]]
    #declare I=I+1;
  #end
  }
}

#declare smod = function(A,B) {mod(B+mod(A,B),B)}
//#declare scmod = function(A,B) {smod(A,2*B)-B}

#declare f_cnoise = function(x,z) {(W-R)*f_snoise3d(floor(x*.5/W), 0,
floor(z*.5/W))}
#declare f_modnoise = function(x,z) {smod(x,2*W)-W+f_cnoise(x,z)}

//Stones
isosurface{
  function {f_r(f_modnoise(x,z), y/H, f_modnoise(-z,x)) - R*(1 +
..5*f_snoise3d(x*D,y*D,z*D))}

  contained_by{box{<-1,-W*H,-1>,<1,W*H,1>}}
  max_gradient 1.65//12.65 // 10 // 16
  accuracy 5e-3

  texture {MultiStone scale 2*W}

  rotate -3*y
  translate y*(0.35*R*H-1) + z*1
}

//------------------------------------------------------------

#if(1)
sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.4 rgb 0.1]
      [0.9 rgb 0.8]
      [1 rgb 1]
    }
  }
}
#else
background{rgb .5}
#end

//Wet sand
#if(1)
plane {
  y, -1.0001
  pigment {rgb <1,.915,.620>}
  finish{ambient 0 diffuse 0.65 specular .25 roughness 1e-3
reflection{0,.9}}
  normal {
     ripples 0.075
     frequency 12
     turbulence .175
     scale .4
     translate -1
  }
}
#end

#declare CamPos = <0.45, 8, -8> * .2;
//#declare CamPos = 4*y;            //Overhead
camera {
  location CamPos
  direction z
  right     x*image_width/image_height up y
  look_at   y*-.175
  angle 40
}

light_source {
  <-1, 1, -1> * 30
  //rgb 1.75
  rgb 135
  spotlight point_at <-1,-1,0> falloff 2.25 radius 0.35
  area_light 9*x,9*z,7,7 jitter adaptive 1 orient circular
  fade_distance 3 fade_power 2
}

//------------------------------------------------------------


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From: PM 2Ring
Subject: Re: IsoStones
Date: 11 Sep 2005 23:25:00
Message: <web.4324f4248195286ad93754b0@news.povray.org>
Orchid XP v2 <voi### [at] devnull> wrote:
> Very cute! How did you do the stones? Blobs?

Glad you like them. I think this is my most photographic image yet.

As I said, all the stones are made from one isosurface.


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From: Thomas de Groot
Subject: Re: IsoStones
Date: 12 Sep 2005 04:02:17
Message: <43253609@news.povray.org>
"PM 2Ring" <nomail@nomail> schreef in bericht
news:web.43242b50bddb89c077d3bc6c0@news.povray.org...
> This group of stones is a single isosurface. The wet sand is a
> normal-perturbed plane. The stone textures are the standard textures
> in stones.inc.
>
> Now I just need to figure out how to perturb the stones' positions a bit
> more...
>
>
Very, very good!!

Thomas


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From: Florian Brucker
Subject: Re: IsoStones
Date: 12 Sep 2005 12:33:14
Message: <4325adca$1@news.povray.org>
Not sure about the wet sand, but those stones are fantastic! The 
polished ones are 100% real, some of the others look a bit to smooth for 
their texture, but they're great nevertheless.

Now I'm just curious: Why did you use one single isosurface?


Florian


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