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Close-up view of a scene I am working on of a bocce court.
-- Chris R
Post a reply to this message
Attachments:
Download 'scene-v1.1-hd-hq-2024-06-12.png' (3585 KB)
Preview of image 'scene-v1.1-hd-hq-2024-06-12.png'

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"Chris R" <car### [at] comcast net> wrote:
> Close-up view of a scene I am working on of a bocce court.
>
> -- Chris R
Here's the wider view. Still working on some details.
-- Chris R
Post a reply to this message
Attachments:
Download 'scene.png' (3924 KB)
Preview of image 'scene.png'

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Am 12.06.2024 um 22:09 schrieb Chris R:
> "Chris R" <car### [at] comcast net> wrote:
>> Close-up view of a scene I am working on of a bocce court.
>>
>> -- Chris R
>
> Here's the wider view. Still working on some details.
>
> -- Chris R
Very nice start! The balls look great. IMO, in the first picture their
texture is better emphasised by the lighting. In the second image,
nature could do with more irregularities, especially the wheat.
Best regards
Michael
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"Chris R" <car### [at] comcast net> wrote:
> "Chris R" <car### [at] comcast net> wrote:
> > Close-up view of a scene I am working on of a bocce court.
> Here's the wider view. Still working on some details.
That wood texture you made looks fantastic!
Especially the dents, cracks, and growth rings with the rough end-grain.
You do some nice work.
-BE
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MichaelJF <fri### [at] t-online de> wrote:
> Am 12.06.2024 um 22:09 schrieb Chris R:
> > "Chris R" <car### [at] comcast net> wrote:
> >> Close-up view of a scene I am working on of a bocce court.
> >>
> >> -- Chris R
> >
> > Here's the wider view. Still working on some details.
> >
> > -- Chris R
> Very nice start! The balls look great. IMO, in the first picture their
> texture is better emphasised by the lighting. In the second image,
> nature could do with more irregularities, especially the wheat.
>
> Best regards
> Michael
Thanks! The only difference between the two images is the camera location and
the focus point, so I'm a bit puzzled why the close-up is so much darker, (and
better). I'm playing with changing the time of day or just reducing the
brightness of the sun for the second view to get better lighting on the bocce
balls.
The wheat is a mesh object generated by Arbaro. I'll have to go back and see if
the model included enough variance. Otherwise I may have to generate a few
smaller wheats with different random seeds and merge them together.
-- Chris R
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"Bald Eagle" <cre### [at] netscape net> wrote:
> "Chris R" <car### [at] comcast net> wrote:
> > "Chris R" <car### [at] comcast net> wrote:
> > > Close-up view of a scene I am working on of a bocce court.
>
>
> > Here's the wider view. Still working on some details.
>
>
> That wood texture you made looks fantastic!
> Especially the dents, cracks, and growth rings with the rough end-grain.
>
> You do some nice work.
>
> -BE
Thanks! I do a lot of scenes with rough wood, so I've developed quite a few
techniques. This one was a lot of fiddling with pigment functions to put the
dents in logical places.
One of the things that really helps with this is having a version of
f_rounded_box that more accurately returns the distance of a point from the
surface of the box. That allows me to simply add/subtract other pigment
functions with a depth I can model to the shape function in the isosurface.
It's much slower than the built-in f_rounded_box, but gives more controllable
results.
-- Chris R
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"Chris R" <car### [at] comcast net> wrote:
> One of the things that really helps with this is having a version of
> f_rounded_box that more accurately returns the distance of a point from the
> surface of the box. That allows me to simply add/subtract other pigment
> functions with a depth I can model to the shape function in the isosurface.
> It's much slower than the built-in f_rounded_box, but gives more controllable
> results.
Interesting.
What equation are you using?
I'm wondering if you might benefit from this:
https://iquilezles.org/articles/distfunctions/
- BW
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> Thanks! The only difference between the two images is the camera location and
> the focus point, so I'm a bit puzzled why the close-up is so much darker, (and
> better). I'm playing with changing the time of day or just reducing the
> brightness of the sun for the second view to get better lighting on the bocce
> balls.
This is a riddle indeed. Changing camera location and look_at only
cannot cause this difference. Apart from a severe change of the
radiosity settings, I have no idea what could darken the first image so
much.
Best regards
Michael
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Hi(gh)!
On 13.06.24 21:06, MichaelJF wrote:
> Very nice start! The balls look great. IMO, in the first picture their
> texture is better emphasised by the lighting. In the second image,
> nature could do with more irregularities, especially the wheat.
Yes, I also think so... and shouldn't the wheat be of a warmer yellow,
i. e. more red in the mix? Depending on the degree of ripeness of course...
See you in Khyberspace!
Now playing: 52 Girls (The B-52's)
--
VBI BENE, IBI BACTRIA!
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"Bald Eagle" <cre### [at] netscape net> wrote:
> "Chris R" <car### [at] comcast net> wrote:
>
> > One of the things that really helps with this is having a version of
> > f_rounded_box that more accurately returns the distance of a point from the
> > surface of the box. That allows me to simply add/subtract other pigment
> > functions with a depth I can model to the shape function in the isosurface.
> > It's much slower than the built-in f_rounded_box, but gives more controllable
> > results.
>
> Interesting.
> What equation are you using?
>
> I'm wondering if you might benefit from this:
>
> https://iquilezles.org/articles/distfunctions/
>
> - BW
Thanks for the link! I'll have to compare them to what I wrote. For my rounded
box I basically constructed it from boxes, cylinders, and spheres for which I
had exact distance functions; this version is much more elegant.
-- Chris R.
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"Chris R" <car### [at] comcast net> wrote:
> "Bald Eagle" <cre### [at] netscape net> wrote:
> > "Chris R" <car### [at] comcast net> wrote:
> >
> > > One of the things that really helps with this is having a version of
> > > f_rounded_box that more accurately returns the distance of a point from the
> > > surface of the box. That allows me to simply add/subtract other pigment
> > > functions with a depth I can model to the shape function in the isosurface.
> > > It's much slower than the built-in f_rounded_box, but gives more controllable
> > > results.
> >
> > Interesting.
> > What equation are you using?
> >
> > I'm wondering if you might benefit from this:
> >
> > https://iquilezles.org/articles/distfunctions/
> >
> > - BW
>
> Thanks for the link! I'll have to compare them to what I wrote. For my rounded
> box I basically constructed it from boxes, cylinders, and spheres for which I
> had exact distance functions; this version is much more elegant.
>
> -- Chris R.
I started with the rounded box function in the article and compared it to my
implementation, both just a straight box, and with noise added for a bumpy
surface.
First note: The images are identical in both cases, so both functions are
computing the same thing.
Second note: my version is 10X slower than Quilez version!
So, I will be replacing my version with the Quilez version in my code library,
and updating the library with all of the shapes from the article over time.
There is a little work in the porting, because POV-Ray functions don't take
vector arguments, so you have to unroll all of the vectors as x,y,z parameters,
but otherwise it was pretty simple.
Thanks again for the pointer! I'm looking forward to faster renders...
-- Chris R
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"Chris R" <car### [at] comcast net> wrote:
> Second note: my version is 10X slower than Quilez version!
Yes, considering that you were assembling a big, piecewise function, that's not
surprising.
But also I.Q. is kind of known for trimming things down to the very barest
minimum and optimizing for speed, so he's always a good reference.
> So, I will be replacing my version with the Quilez version in my code library,
> and updating the library with all of the shapes from the article over time.
Good idea - I'm sure it will speed thing up immensely, and there's always
something new to learn.
> There is a little work in the porting, because POV-Ray functions don't take
> vector arguments, so you have to unroll all of the vectors as x,y,z parameters,
Tell.
Me.
About it.
Maybe you can write a macro or something to help with the unrolling to make
things more efficient.
- BW
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"Bald Eagle" <cre### [at] netscape net> wrote:
> "Chris R" <car### [at] comcast net> wrote:
>
>
> > Second note: my version is 10X slower than Quilez version!
>
> Yes, considering that you were assembling a big, piecewise function, that's not
> surprising.
>
> But also I.Q. is kind of known for trimming things down to the very barest
> minimum and optimizing for speed, so he's always a good reference.
>
> > So, I will be replacing my version with the Quilez version in my code library,
> > and updating the library with all of the shapes from the article over time.
>
> Good idea - I'm sure it will speed thing up immensely, and there's always
> something new to learn.
>
> > There is a little work in the porting, because POV-Ray functions don't take
> > vector arguments, so you have to unroll all of the vectors as x,y,z parameters,
>
> Tell.
> Me.
> About it.
>
> Maybe you can write a macro or something to help with the unrolling to make
> things more efficient.
>
> - BW
If anyone is interested, you can find my "libisoshapes.inc" file that includes
implementations of most of the code from the Quilez article at
https://github.com/carath63/povlibrary
-- Chris R
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On 6/24/24 17:09, Chris R wrote:
> If anyone is interested, you can find my "libisoshapes.inc" file that includes
> implementations of most of the code from the Quilez article at
> https://github.com/carath63/povlibrary
I am. Thank you for this work! :-)
Bill P.
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On 24/06/2024 23:09, Chris R wrote:
>
>
> If anyone is interested, you can find my "libisoshapes.inc" file that includes
> implementations of most of the code from the Quilez article at
> https://github.com/carath63/povlibrary
>
Very good job Chris.
I love the way you create functions in "libfn.inc".
I'd never have thought of untilizing a function for rotations.
LOL !
Still on the Inigo Quilez website, there's a page on colors pallets
<https://iquilezles.org/articles/palettes/>.
I had implemented his method for making color_maps.
The code is attached.
If you want to add it to your libraries.
--
Kurtz le pirate
Compagnie de la Banquise
Post a reply to this message
Attachments:
Download 'utf-8' (5 KB)
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kurtz le pirate <kur### [at] gmail com> wrote:
> On 24/06/2024 23:09, Chris R wrote:
> >
> >
> > If anyone is interested, you can find my "libisoshapes.inc" file that includes
> > implementations of most of the code from the Quilez article at
> > https://github.com/carath63/povlibrary
> >
>
> Very good job Chris.
> I love the way you create functions in "libfn.inc".
> I'd never have thought of untilizing a function for rotations.
> LOL !
>
>
> Still on the Inigo Quilez website, there's a page on colors pallets
> <https://iquilezles.org/articles/palettes/>.
>
>
>
> I had implemented his method for making color_maps.
> The code is attached.
>
>
>
> If you want to add it to your libraries.
>
>
>
>
>
> --
> Kurtz le pirate
> Compagnie de la Banquise
Cool! I will have to read the article first to understand it, but I will
definitely look into adding it to my libraries.
If you pull the latest code, I have added more of the manipulation functions
from the article, including the straight combining (union, subtraction,
intersection), and smooth combining functions, with an extension for specifying
different mixing methods to create the union. I added several of the examples
from his article on smooth min functions.
I also added his extrusion and revolutions as a general purpose function, and in
the process updated libfn.inc to include 2D transformations for 2D functions,
which you need for those functions.
I also found some typos and fixed them so everything I have tested works.
I'm finding with these functions that I can use a reasonable accuracy value of
0.01 but still get away with pretty low max_gradients, so they render pretty
quickly, and they all work really well with perturbations of the surface, which
is my main reason for modeling with isosurfaces in the first place.
-- Chris R.
Post a reply to this message
Attachments:
Download 'libisoshapes_test.png' (110 KB)
Preview of image 'libisoshapes_test.png'

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"Chris R" <car### [at] comcast net> wrote:
> kurtz le pirate <kur### [at] gmail com> wrote:
> > On 24/06/2024 23:09, Chris R wrote:
> > >
> > >
> > > If anyone is interested, you can find my "libisoshapes.inc" file that includes
> > > implementations of most of the code from the Quilez article at
> > > https://github.com/carath63/povlibrary
> > >
> >
> > Very good job Chris.
> > I love the way you create functions in "libfn.inc".
> > I'd never have thought of untilizing a function for rotations.
> > LOL !
> >
> >
> > Still on the Inigo Quilez website, there's a page on colors pallets
> > <https://iquilezles.org/articles/palettes/>.
> >
> >
> >
> > I had implemented his method for making color_maps.
> > The code is attached.
> >
> >
> >
> > If you want to add it to your libraries.
> >
> >
> >
> >
> >
> > --
> > Kurtz le pirate
> > Compagnie de la Banquise
>
> Cool! I will have to read the article first to understand it, but I will
> definitely look into adding it to my libraries.
>
> If you pull the latest code, I have added more of the manipulation functions
> from the article, including the straight combining (union, subtraction,
> intersection), and smooth combining functions, with an extension for specifying
> different mixing methods to create the union. I added several of the examples
> from his article on smooth min functions.
>
> I also added his extrusion and revolutions as a general purpose function, and in
> the process updated libfn.inc to include 2D transformations for 2D functions,
> which you need for those functions.
>
> I also found some typos and fixed them so everything I have tested works.
>
> I'm finding with these functions that I can use a reasonable accuracy value of
> 0.01 but still get away with pretty low max_gradients, so they render pretty
> quickly, and they all work really well with perturbations of the surface, which
> is my main reason for modeling with isosurfaces in the first place.
>
> -- Chris R.
Smooth union of cube and sphere with cosine-gradient pigments...
-- Chris R.
Post a reply to this message
Attachments:
Download 'libisoshapes_test.png' (142 KB)
Preview of image 'libisoshapes_test.png'

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"Chris R" <car### [at] comcast net> wrote:
> "Chris R" <car### [at] comcast net> wrote:
> > kurtz le pirate <kur### [at] gmail com> wrote:
> > > On 24/06/2024 23:09, Chris R wrote:
> > > >
> > > >
> > > > If anyone is interested, you can find my "libisoshapes.inc" file that includes
> > > > implementations of most of the code from the Quilez article at
> > > > https://github.com/carath63/povlibrary
> > > >
> > >
> > > Very good job Chris.
> > > I love the way you create functions in "libfn.inc".
> > > I'd never have thought of untilizing a function for rotations.
> > > LOL !
> > >
> > >
> > > Still on the Inigo Quilez website, there's a page on colors pallets
> > > <https://iquilezles.org/articles/palettes/>.
> > >
> > >
> > >
> > > I had implemented his method for making color_maps.
> > > The code is attached.
> > >
> > >
> > >
> > > If you want to add it to your libraries.
> > >
> > >
> > >
> > >
> > >
> > > --
> > > Kurtz le pirate
> > > Compagnie de la Banquise
> >
> > Cool! I will have to read the article first to understand it, but I will
> > definitely look into adding it to my libraries.
> >
> > If you pull the latest code, I have added more of the manipulation functions
> > from the article, including the straight combining (union, subtraction,
> > intersection), and smooth combining functions, with an extension for specifying
> > different mixing methods to create the union. I added several of the examples
> > from his article on smooth min functions.
> >
> > I also added his extrusion and revolutions as a general purpose function, and in
> > the process updated libfn.inc to include 2D transformations for 2D functions,
> > which you need for those functions.
> >
> > I also found some typos and fixed them so everything I have tested works.
> >
> > I'm finding with these functions that I can use a reasonable accuracy value of
> > 0.01 but still get away with pretty low max_gradients, so they render pretty
> > quickly, and they all work really well with perturbations of the surface, which
> > is my main reason for modeling with isosurfaces in the first place.
> >
> > -- Chris R.
>
> Smooth union of cube and sphere with cosine-gradient pigments...
>
> -- Chris R.
One more, more realistic example of using the isosurface functions and a better
example of using the Cosine colormap generation.
-- Chris R.
Post a reply to this message
Attachments:
Download 'floor.png' (984 KB)
Preview of image 'floor.png'

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On 7/1/24 11:01, Chris R wrote:
> One more, more realistic example of using the isosurface functions and a better
> example of using the Cosine colormap generation.
I like the look!
Bill P.
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"Chris R" <car### [at] comcast net> wrote:
> ...
> One more, more realistic example of using the isosurface functions and a better
> example of using the Cosine colormap generation.
that is very "believable" laid carpet.
although (usually) I do not care for realistic textures, I currently have need
of a texture which resembles the look of spilled-on-the-garage-floor oil, do you
have suggestions to set me on the way ? tia.
regards, jr.
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Hi Chris,
I was wondering if you had some time to do a few quick doodles, if you'd
consider the following:
In:
https://wiki.povray.org/content/Reference:Isosurface
it states:
"New in version 3.8 a potential pattern has been added to define a pattern based
on the potential field of a blob or isosurface object. See also: Potential
Pattern."
https://wiki.povray.org/content/Reference:Potential_Pattern
Reference:Potential Pattern
Jump to navigationJump to search
New in version 3.8 a potential pattern has been added to define a pattern based
on the potential field of a blob or isosurface object.
Using pigment in the following example, the syntax for the new pattern is as
follows:
pigment {
potential { BLOB | ISOSURFACE }
[threshold BOOL]
[PIGMENT_MODIFIERS...]
}
Perhaps you could do a pigment {function {your_sdf (x, y, z)}} and render a
plane with that pigment pattern for each of your SDFs?
Just an idea,
- BE
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