POV-Ray : Newsgroups : povray.binaries.images : Attempting fuzzy isosurfaces. Server Time
30 Jul 2024 00:25:35 EDT (-0400)
  Attempting fuzzy isosurfaces. (Message 1 to 4 of 4)  
From: William F Pokorny
Subject: Attempting fuzzy isosurfaces.
Date: 7 Jul 2013 07:10:38
Message: <51d94cae@news.povray.org>
I've been trying for fuzzy isosurfaces on and off. These images were on 
the order of hours to render on i7 920, and with all images, the 

The larger shapes are therefore hollow. Their being hollow allowed for a 
light inside the abstract sun image where there the skin was set up to 
be ~50% porous. The yellow mixed in the red ball in that image is really 
the inner surface color of the hollow shape being lit. Example source 
for the orange ball image herein.
Bill P.

//------------------------------------ fuzzy.pov (Orange)
global_settings {
     assumed_gamma 1.0
     ambient_light srgb <1.0,1.0,1.0>
}
#declare Grey25 = srgbft <0.25,0.25,0.25,0.0,0.0>;
background { color Grey25 }
#declare Camera00 = camera {
     perspective
     location <0.0,2.0,-2.0>
     sky <0.0,1.0,0.0>
     angle 30.0
     right x*(image_width/image_height)
     look_at <0.0,0.0,0.0>
}
#declare White = srgbft <1.0,1.0,1.0,0.0,0.0>;
#declare Light00 = light_source { <50.0,50.0,-50.0>, White }
#include "functions.inc"
#declare F_SphereB = function (x,y,z) {
     f_sphere(x-0.0,y,z,0.5)
}
#declare F_SphereABC = function (x,y,z) { 
F_SphereB(x,y,z)-(f_noise3d(x*700.00,y*700.00,z*700.00)*0.100)-0.00150
}
#declare F_SphereABC_inv = function (x,y,z) { 
-(F_SphereB(x,y,z)-(f_noise3d(x*700.00,y*700.00,z*700.00)*0.100))-0.00150
}
#declare F_Thing01 = function (x,y,z) {
     max(F_SphereABC(x,y,z),F_SphereABC_inv(x,y,z))
}
#declare F_PigmMap01 = function (x,y,z) {
     0.0 +
     ( (F_Thing01(x,y,z)<0.0001) * (F_SphereABC(x,y,z)<-0.0015) * 0.3333 ) +
     ( (F_Thing01(x,y,z)<0.0001) * (F_SphereABC_inv(x,y,z)<-0.0015) * 
0.6667 ) +
     ( (F_Thing01(x,y,z)<0.0001) * f_snoise3d(x*20.0,y*20.0,z*20.0) * 
0.0010 )
}
#declare Sweet_Corn = srgbft <0.9843,0.9176,0.5490,0.0000,0.0000>;
#declare Supernova = srgbft <1.0000,0.7882,0.0039,0.0000,0.0000>;
#declare Supernova_less = srgbft <0.9500,0.7382,0.0000,0.0000,0.0000>;
#declare Supernova_more = srgbft <1.0000,0.8382,0.0539,0.0000,0.0000>;
#declare Sunshade = srgbft <1.0000,0.6196,0.1725,0.0000,0.0000>;
#declare Sunshade_less = srgbft <0.9500,0.5696,0.1225,0.0000,0.0000>;
#declare Sunshade_more = srgbft <1.0000,0.6696,0.2225,0.0000,0.0000>;
#declare ColorMap01 = color_map {
     [ 0.0000 Sweet_Corn ]
     [ 0.3313 Sweet_Corn ]
     [ 0.3323 Supernova_less ]
     [ 0.3333 Supernova ]
     [ 0.3343 Supernova_more ]
     [ 0.3353 Sweet_Corn ]
     [ 0.6647 Sweet_Corn ]
     [ 0.6657 Sunshade_less ]
     [ 0.6667 Sunshade ]
     [ 0.6677 Sunshade_more ]
     [ 0.6687 Sweet_Corn ]
     [ 1.0000 Sweet_Corn ]
}
#declare Pigm01 = pigment {
     function  { F_PigmMap01(x,y,z) }
     color_map { ColorMap01 }
}
#declare Thing01 = isosurface {
     function { F_Thing01(x,y,z) }
     contained_by { box { <-2.1,-2.1,-2.1>,<2.1,2.1,2.1> } }
     threshold 0.0
     accuracy 0.0001
     max_gradient 80.0
     all_intersections
}
#declare F_Hmm = finish {
     ambient srgb <0.3,0.3,0.3>
     emission srgb <0.0,0.0,0.0>
     diffuse albedo 0.70
}
#declare T_Hmm = texture {
     pigment { Pigm01 }
     finish { F_Hmm }
}
#declare ObjectHmm = object {
     object { Thing01 }
     texture { T_Hmm }
}
//-------------------------
light_source { Light00 }
camera { Camera00 }
object { ObjectHmm }


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Attachments:
Download 'redsungoldrays.jpg' (391 KB) Download 'nerf.jpg' (123 KB) Download 'fuzzy.jpg' (222 KB)

Preview of image 'redsungoldrays.jpg'
redsungoldrays.jpg

Preview of image 'nerf.jpg'
nerf.jpg

Preview of image 'fuzzy.jpg'
fuzzy.jpg


 

From: s day
Subject: Re: Attempting fuzzy isosurfaces.
Date: 8 Jul 2013 04:30:01
Message: <web.51da77c88f66249fc2d178100@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> I've been trying for fuzzy isosurfaces on and off.

I would say less attemting and more succeeding, they look very fuzzy to me. I
guess this would only work with short hairs though?

Sean


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From: William F Pokorny
Subject: Re: Attempting fuzzy isosurfaces.
Date: 10 Jul 2013 20:57:24
Message: <51de02f4@news.povray.org>
On 07/08/2013 04:26 AM, s.day wrote:
> William F Pokorny <ano### [at] anonymousorg> wrote:
>> I've been trying for fuzzy isosurfaces on and off.
>
> I would say less attemting and more succeeding, they look very fuzzy to me. I
> guess this would only work with short hairs though?
>
> Sean
>
Thanks & yes, I think OK for short hair like we might find in some 
carpet, children's stuffed animals, nerf balls and such. With the right 
coloring/layering might make a decent grass from a distance. There is a 
little room for making things more or less fuzzy by changing the shapes 
noise frequency and magnitude, but not a lot.

I think asymmetric noise might get us a rough tree bark like surface too 
but I've not played with this thought much beyond a render or two which 
looked promising.

The really "fuzzy" iso performance is not that great because the max 
gradient has to be high to see the fuzz through AA.

Aside: As the max gradient drops below that required for the selected 
noise frequency, the two sided skin becomes quickly semi-transparent in 
a way where shape portions running longer with the camera rays are more 
visible. An effect which might sometimes be useful itself. If in the 
example code in this thread, the max gradient is lowered to 2, we get 
the attached image which due the low max gradient renders quickly.

Bill P.


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Attachments:
Download 'lowmaxg.jpg' (142 KB)

Preview of image 'lowmaxg.jpg'
lowmaxg.jpg


 

From: And
Subject: Re: Attempting fuzzy isosurfaces.
Date: 31 Oct 2013 11:20:01
Message: <web.527273ed8f66249fd7d2abf60@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> I've been trying for fuzzy isosurfaces on and off. These images were on
> the order of hours to render on i7 920, and with all images, the

> The larger shapes are therefore hollow. Their being hollow allowed for a
> light inside the abstract sun image where there the skin was set up to
> be ~50% porous. The yellow mixed in the red ball in that image is really
> the inner surface color of the hollow shape being lit. Example source
> for the orange ball image herein.
> Bill P.
>
Wow, this is good. yes!


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