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"stbenge" <THI### [at] hotmailcom> schreef in bericht
news:488f9aa2@news.povray.org...
> Using the code modified to work in three dimensions, I applied a
> radiating crackle pattern to each cell. The resulting isosurface
> resembles aragonite.
>
I am speachless, Sam...
I just now realize the potentiality of your code!
Thomas
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Ah, Sam!
This is fascinating! It seems carved wood too.
;-)
Paolo
>stbenge on date 30/07/2008 00:32 wrote:
> Using the code modified to work in three dimensions, I applied a
> radiating crackle pattern to each cell. The resulting isosurface
> resembles aragonite.
>
> Don't mind the really low-quality aa settings. Isosurfaces render very
> slowly...
>
> Sam
>
> ------------------------------------------------------------------------
>
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Fantastic!!
--
-The Mildly Infamous Blue Herring
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Here's something I made using Sam's techinique, slightly adapted to allow
coloured pigments, and some photos I took of the london motorshow.
My version of the code is *really* inefficient, it took 48 minutes to
render at 1600x1200!
--
Tek
http://evilsuperbrain.com
"stbenge" <THI### [at] hotmailcom> wrote in message
news:488e5300@news.povray.org...
> Hi everyone,
>
> Years ago, somebody posted a swirly pigment. It resembled the swirls you
> see in clouds sometimes. I have tried looking for the code many times,
> but to no avail. The code has been lost.
>
> Every once in a while I try to recreate that code using pigment
> functions. Every time I've tried, I've failed. Until today.
>
> I based my work on the premise that the target pattern must be
> translated according to another pattern, in this case crackle form x.
> What I have arrived at must be different from the aforementioned
> poster's code, since his tended to have small gray boxes right at the
> center of each crackle cell. There is no such artifact in my code, and I
> can't be sure just how close my effect comes to his.
>
> Here is some code:
>
> #macro pcc(pgmt, Mod)
> #local pgmt2=function{pigment{pgmt}}
> #local pg1=
> function{
> pigment{
> crackle form x
> scale .25
> }
> }
> pigment_pattern{
> function{
> pgmt2(
> (pow(pg1(x+Mod,y,z).grey,2)-pow(pg1(x-Mod,y,z).grey,2))/(Mod*64),
> (pow(pg1(x,y+Mod,z).grey,2)-pow(pg1(x,y-Mod,z).grey,2))/(Mod*64),
> z
> ).grey
> }
> }
> #end
>
> #declare my_pigment=
> pigment{
> pcc(
> pigment{
> spiral1 1
> sine_wave frequency 1
> scale .125
> }
> ,.085
> )
> }
>
> The macro takes two arguments. The first is the pigment you wish to have
> copied into each crackle cell. The second indicates how sharp you want
> the edges to be. Smaller values = sharper edges. The macro returns a
> pigment_pattern, so it can be used in any pattern block (pigment,
> normal, texture, etc.)
>
> I hope some of you find a use for this. I had hoped to use it for making
> height fields. I'll post any interesting results I might get.
>
> Sam
>
Post a reply to this message
Attachments:
Download 'crackle_paternizedphoto.jpg' (242 KB)
Preview of image 'crackle_paternizedphoto.jpg'
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Thomas de Groot wrote:
>
> I am speachless, Sam...
> I just now realize the potentiality of your code!
>
Thanks, I hope you find it useful!
My original idea for this code was to fake erosion by placing a radial
pigment at each hill/cell. In my mind it worked brilliantly, but in
reality, well, I don't have to show you :)
Sam
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Paolo Gibellini wrote:
> Ah, Sam!
> This is fascinating! It seems carved wood too.
> ;-)
> Paolo
Thanks!
Sam
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Blue Herring wrote:
> Fantastic!!
>
I was actually inspired by some real aragonite we found not far from
here. I'll post a photo if I can find a specimen in time...
Sam
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"Tek" <tek### [at] evilsuperbraincom> wrote:
> "stbenge" <THI### [at] hotmailcom> wrote in message
> > Yes, you can get some interesting effects. Here, try this out:
>
> Yeah but it distorts the pattern, one of the things that's great about your
> first post is that it duplicates my pattern into every cell, but with metric
> one it breaks it.
Hmm, I don't know if what you want is possible... "You can't change the laws of
physics," as my mom would say, or in this case, the laws of mathematics ;)
> > It makes rectangular masses all over the place. Nest a few of those with
> > different translation values, and a cityscape might be possible.
>
> I've already got the city:
>
Ah yes, now I remember.
> But I really need a perpendicular pattern to the crackle, something like the
> radial example in your original post, but perpendicular to metric 1.
> I don't think it's possible though :(
What are you after? Are you planning to make vertical ridges going up along the
sides of each building? Can my code (without metric 1) be applied into each
metric 1 cell to achieve your goal? It wouldn't wrap perfectly around the
metric 1 cells, but would still be central to each cell. Buried in a
pigment_map, you could hide the discontinuities between the metric 1 and metric
2 cell edges.
Sam
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"Tek" <tek### [at] evilsuperbraincom> wrote:
> Here's something I made using Sam's techinique, slightly adapted to allow
> coloured pigments, and some photos I took of the london motorshow.
>
> My version of the code is *really* inefficient, it took 48 minutes to
> render at 1600x1200!
Actually, my code is rather slow, too. It doesn't seem slow until you try to
make a height_field with it. Most height fields don't take that long to parse!
Isosurfaces don't seem to be affected in the same way.
Sam
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Crackle seems to be pov's slowest pattern, and this technique accesses it
multiple times.
--
Tek
http://evilsuperbrain.com
"Samuel Benge" <stb### [at] hotmailcom> wrote in message
news:web.4890bfd54f928167ff8a991c0@news.povray.org...
> "Tek" <tek### [at] evilsuperbraincom> wrote:
>> Here's something I made using Sam's techinique, slightly adapted to allow
>> coloured pigments, and some photos I took of the london motorshow.
>>
>> My version of the code is *really* inefficient, it took 48 minutes to
>> render at 1600x1200!
>
> Actually, my code is rather slow, too. It doesn't seem slow until you try
> to
> make a height_field with it. Most height fields don't take that long to
> parse!
> Isosurfaces don't seem to be affected in the same way.
>
> Sam
>
Post a reply to this message
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