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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] evilsuperbrain com> wrote:
> "stbenge" <THI### [at] hotmail com> 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] evilsuperbrain com> 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] hotmail com> wrote in message
news:web.4890bfd54f928167ff8a991c0@news.povray.org...
> "Tek" <tek### [at] evilsuperbrain com> 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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Actually I want dotted white lines on the road, i.e. I need a pattern that's
a perpendicular gradient to crackle. I'm almost completely certain it's
impossible!
For my city I got windows on the buildings using a slope_mapped pattern on
the isosurface, with window patterns arranged for the 8 possible wall angles
that occur on that metric 1 isosurface. But of course that slope_map
wouldn't work on the flat road.
Though... that gives me an idea. maybe I can borrow your technique to sample
the gradient, then use that to index a pattern according to the gradient...
i.e. I could have a pattern for north-south lines, and map it onto east-west
gradients. There'd be discontinuities round the edge, and it wouldn't work
on the flat bits of metric 1, but it should be fine for my dotted white
lines...
Still, this all sounds like a lot more trouble than it's worth!
--
Tek
http://evilsuperbrain.com
"Samuel Benge" <stb### [at] hotmail com> wrote in message
news:web.4890be074f928167ff8a991c0@news.povray.org...
> "Tek" <tek### [at] evilsuperbrain com> wrote:
>> "stbenge" <THI### [at] hotmail com> 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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From: stbenge
Subject: Re: Copying pigments with crackle (124k jpg)
Date: 30 Jul 2008 17:15:47
Message: <4890da03@news.povray.org>
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Tek wrote:
> Actually I want dotted white lines on the road, i.e. I need a pattern that's
> a perpendicular gradient to crackle. I'm almost completely certain it's
> impossible!
Even if you could get that to work (nothing is impossible, only
improbable...), wouldn't some of the dotted lines be wedge-shaped?
> Still, this all sounds like a lot more trouble than it's worth!
It probably is. Sometimes it's better to just sit down and make macros
to be called randomly.
If you really have your heart set on making the buildings conform to a
crackle-like geometry, perhaps you should try your hand at learning how
voronoi diagrams work. You would have more control over all your objects
and textures that way.
I've been thinking about learning how voronoi geometry works. I'm sure
that knowledge will lead to something interesting!
Sam
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Tek wrote:
> Crackle seems to be pov's slowest pattern, and this technique accesses it
> multiple times.
>
So, are you saying that for faster renders, don't be a crackle ho?
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"Tek" <tek### [at] evilsuperbrain com> wrote:
> Actually I want dotted white lines on the road, i.e. I need a pattern that's
> a perpendicular gradient to crackle. I'm almost completely certain it's
> impossible!
A sort of pattern version of the Delaunay triangulation?
Tom
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