POV-Ray : Newsgroups : povray.binaries.images : Granites Intermezzo Server Time
28 Mar 2024 19:33:27 EDT (-0400)
  Granites Intermezzo (Message 67 to 76 of 86)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Thomas de Groot
Subject: Re: Granites Intermezzo
Date: 9 May 2021 02:41:43
Message: <60978427$1@news.povray.org>
Op 08/05/2021 om 23:19 schreef Dave Blandston:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Oho... bounced back with following message:
> 
> It looks like part of the address may have been obscured and/or scrambled
> somewhere along the way. I'll break it up to stymie the system. The first part
> should be isnomore then the circled a symbol then the domain which is protonmail
> then a dot then the letters ch. I also just took the opportunity to update my
> profile with the e-mail address so hopefully that will help.
> 
> Kind regards,
> Dave Blandston
> POV-Ray rebel: proudly using gamma 2.2 since POV-Ray had gamma
> 

OK. I sent the code again and this time correctly it seems. Your initial 
mail address was indeed different from this one. You got also the latest 
version, on its way to the macro structure I have in mind. Easier to use 
and: many more options to select from!

Warning: A couple of things do not work (correctly) as yet. The polished 
version of the granite (Pol=on), and the veined version (Typ=2). Neither 
does the subsurface light transport. And finally, the colour space 
switch (SCS) is not implemented either.

Good luck, and let me know your thoughts about the code.

-- 
Thomas


Post a reply to this message

From: Dave Blandston
Subject: Re: Granites Intermezzo
Date: 9 May 2021 03:30:00
Message: <web.60978ef7cfb077e479416a1f607c1b34@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Good luck, and let me know your thoughts about the code.

Got it!


Kind regards,
Dave Blandston
POV-Ray rebel: proudly using gamma 2.2 since POV-Ray had gamma


Post a reply to this message

From: Dave Blandston
Subject: Re: Granites Intermezzo
Date: 9 May 2021 19:10:00
Message: <web.60986abecfb077e479416a1f607c1b34@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> ...on its way to the macro structure I have in mind. Easier to use and: many more
options to select from!

Based on your demo images I was expecting the StepNoise version to look best but
the crackle solid version seemed slightly more realistic in this particular
scene. The option to select which function to use is very useful.

LIGHTSYS is a much better lighting method than I've been able to achieve so some
realism was lost in my scene but I think you and your collaborators have created
an awesome material. Maybe LIGHTSYS can be applied to this scene in order to
take full advantage of the subtle nuances of your granite but that will have to
be a project for another day...

The attached image shows how great the new granite looks in spite of my poor
scene lighting ability. This type of granite turned out to be a little too
"busy" for this scene but I think the Flanders Gray will be perfect. (Just as
you described in your posting!) The coloration of the Flanders Gray sample is
spectacular in my opinion and I hope that variation makes it into the final
product.

Thanks for letting me beta test your granite!

Kind regards,
Dave Blandston
POV-Ray rebel: proudly using gamma 2.2 since POV-Ray had gamma


Post a reply to this message


Attachments:
Download 'dakotagrainshighlight.jpg' (147 KB)

Preview of image 'dakotagrainshighlight.jpg'
dakotagrainshighlight.jpg


 

From: Thomas de Groot
Subject: Re: Granites Intermezzo
Date: 10 May 2021 02:10:12
Message: <6098ce44$1@news.povray.org>
Op 10/05/2021 om 01:05 schreef Dave Blandston:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> ...on its way to the macro structure I have in mind. Easier to use and: many more
options to select from!
> 
> Based on your demo images I was expecting the StepNoise version to look best but
> the crackle solid version seemed slightly more realistic in this particular
> scene. The option to select which function to use is very useful.
> 
Good.

> LIGHTSYS is a much better lighting method than I've been able to achieve so some
> realism was lost in my scene but I think you and your collaborators have created
> an awesome material. Maybe LIGHTSYS can be applied to this scene in order to
> take full advantage of the subtle nuances of your granite but that will have to
> be a project for another day...
> 
Sure, especially for landscapes.

> The attached image shows how great the new granite looks in spite of my poor
> scene lighting ability. This type of granite turned out to be a little too
> "busy" for this scene but I think the Flanders Gray will be perfect. (Just as
> you described in your posting!) The coloration of the Flanders Gray sample is
> spectacular in my opinion and I hope that variation makes it into the final
> product.
> 
You could try the 'blend' option here and see if it looks better. The 
template of the Dakota Red will be used for the other granites too later 
on, with the necessary adaptations of course to those particular granites.

> Thanks for letting me beta test your granite!
> 
And thanks for testing! In the meantime, I have finished a preliminary 
macro architecture including also the polished version and the veins. 
Very soon now, I shall post a beta for everybody to shoot at. Stay attuned!

-- 
Thomas


Post a reply to this message

From: jr
Subject: Re: Granites Intermezzo
Date: 10 May 2021 04:20:00
Message: <web.6098ec72cfb077e479819d986cde94f1@news.povray.org>
hi,

Thomas de Groot <tho### [at] degrootorg> wrote:
> ...
> Very soon now, I shall post a beta for everybody to shoot at. Stay attuned!

super, thanks.  looking forward to it.


regards, jr.


Post a reply to this message

From: Dave Blandston
Subject: Re: Granites Intermezzo
Date: 11 May 2021 03:55:00
Message: <web.609a36f4cfb077e479416a1f607c1b34@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> And thanks for testing! In the meantime, I have finished a preliminary
> macro architecture including also the polished version and the veins.
> Very soon now, I shall post a beta for everybody to shoot at. Stay attuned!

I do have one suggestion, which is to replace "#declare" with "#local" for
everything except the finished materials. I ran into one conflict. (It was a
function denoted by the single letter "K.")

I am very excited about this project! After experimenting a little more I'm
convinced this is a major development and will certainly be replacing the old
granite in my project with this wonderful new concoction.

By the way, what is the meaning of "Granites Intermezzo?"

Have an awesome day!

Kind regards,
Dave Blandston
Suggested motto: "With POV-Ray anything is possible, but nothing is easy"


Post a reply to this message

From: Thomas de Groot
Subject: Re: Granites Intermezzo
Date: 11 May 2021 04:23:31
Message: <609a3f03$1@news.povray.org>
Op 11-5-2021 om 09:50 schreef Dave Blandston:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> And thanks for testing! In the meantime, I have finished a preliminary
>> macro architecture including also the polished version and the veins.
>> Very soon now, I shall post a beta for everybody to shoot at. Stay attuned!
> 
> I do have one suggestion, which is to replace "#declare" with "#local" for
> everything except the finished materials. I ran into one conflict. (It was a
> function denoted by the single letter "K.")
> 
Which is/will be done indeed in the upcoming macro version.

"K" would point to the Bald Eagle Step Noise contribution. It is not yet 
entirely well-integrated. However, I never had conflicts with it, so 
maybe you got a special case?

> I am very excited about this project! After experimenting a little more I'm
> convinced this is a major development and will certainly be replacing the old
> granite in my project with this wonderful new concoction.
> 
Thanks indeed. I am certainly satisfied with the results too. Still a 
couple of things to take care of, but nothing really serious at this stage.

> By the way, what is the meaning of "Granites Intermezzo?"
> 
I consider this series of posts as 'intermediary' between the original 
exchange, starting with the Daniel Mecklenburg code upgrade, and the 
upcoming beta version of a first granite set. More will follow after 
that one.

> Have an awesome day!
> 
<grin>

-- 
Thomas


Post a reply to this message

From: Bald Eagle
Subject: Re: Granites Intermezzo
Date: 11 May 2021 06:20:00
Message: <web.609a59ffcfb077e41f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> > I do have one suggestion, which is to replace "#declare" with "#local" for
> > everything except the finished materials. I ran into one conflict. (It was a
> > function denoted by the single letter "K.")

Mmm, yes.  I suppose that anything that could be released upon exit from the
include file ought to be declared locally, if for no other reason that to
practice good form going forward from this point.

> "K" would point to the Bald Eagle Step Noise contribution. It is not yet
> entirely well-integrated. However, I never had conflicts with it, so
> maybe you got a special case?

K is pretty much just a straight copy-paste from from Wikipedia / Inigo Quilez /
ShaderToy / The Art of Code / GLSL ...  I just used the same variable names to
make reading and potential debugging easier upon a first read-through.

Ken Perlin has suggested an improved version, no idea how that would affect the
appearance of the texture.

I suppose there are a lot of variations that would be nice to look at, exploring
different interpolation formulas and splines.


Post a reply to this message

From: Dave Blandston
Subject: Re: Granites Intermezzo
Date: 11 May 2021 07:30:00
Message: <web.609a6a17cfb077e479416a1f607c1b34@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> Mmm, yes.  I suppose that anything that could be released upon exit from the
> include file ought to be declared locally, if for no other reason that to
> practice good form going forward from this point.

Yep, that would be good - keep everything local that can possibly be kept local.
There is at least one other single-letter function designator ("N") so the
chance of a conflict with other variables in a scene definitely exists. The
reason I had a collision with "K" is because I use the letter "I" to control
loops (short for "Index") then for nested loops I just keep going with "J," then
"K," et cetera. "N" is probably popular because it's the first letter of
"Number." There is no downside to using "#local" wherever possible, but there is
a benefit.



Kind regards,
Dave Blandston
Suggested motto: "With POV-Ray anything is possible, but nothing is easy"


Post a reply to this message

From: Thomas de Groot
Subject: Re: Granites Intermezzo
Date: 11 May 2021 08:05:03
Message: <609a72ef@news.povray.org>
Op 11-5-2021 om 13:27 schreef Dave Blandston:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
>> Mmm, yes.  I suppose that anything that could be released upon exit from the
>> include file ought to be declared locally, if for no other reason that to
>> practice good form going forward from this point.
> 
> Yep, that would be good - keep everything local that can possibly be kept local.
> There is at least one other single-letter function designator ("N") so the
> chance of a conflict with other variables in a scene definitely exists. The
> reason I had a collision with "K" is because I use the letter "I" to control
> loops (short for "Index") then for nested loops I just keep going with "J," then
> "K," et cetera. "N" is probably popular because it's the first letter of
> "Number." There is no downside to using "#local" wherever possible, but there is
> a benefit.
> 
I am presently looking at Bald Eagle's code with the intention to 
implement it inside the granite macro. In that case, all declares will 
become locals obviously and stop giving problems like you encountered.

Another consequence will be that I shall need to define at least three 
additional parameters for the granite macro: Start, End, Turbulence.

@Bald Eagle: in your original code you also defined a parameter "Scale" 
which subsequently was not used. Where did you want to place it? It 
might be an interesting fourth addition.

My reworking of the code would look like this:

//---start code---
#ifndef (SN_Start) #local SN_Start = 0.2; #end
#ifndef (SN_End)   #local SN_End   = 0.8; #end
#ifndef (SN_Turb)  #local SN_Turb  = 0.325; #end
#ifndef (SN_Scale) #local SN_Scale = 0.25; #end

// smoothstep function
#local K = function (t1, t2, T) {max (0, min(1, (T-t1)/(t2-t1) ) )}
#local Smoothstep = function (t1, t2, T) {pow (K(t1, t2, T), 2) * 
(3-2*K(t1, t2, T))}

// mod function that plays nice when crossing 0
#local Mod = function (T) {select (T,  1-mod (abs(T), 1),  mod (abs(T), 
1) )}

// smooth step function
//#local N = function (NN) {floor (NN-0.5) + Smoothstep (SN_Start, 
SN_End, abs(Mod(NN-0.5)-0.5) )}
#local N = function (NN) {floor (NN) + Smoothstep (SN_Start, SN_End, 
Mod(NN) )}

/* usage
#declare StepNoise =
pigment {
   function {f_noise3d (N(x), N(y), N(z))}
   turbulence SN_Turb
}
*/
//---end code---


-- 
Thomas


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.