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Christoph Hormann wrote:
>Sounds like you do not need a 3d-array for that, shouldn't it also work
>on a normal heightfield in a similar way,
Yes/No, you can't make overhangs with a HF.
But more important, this is my first real attempt at programming something
(besides the occasional modifying a pre-recorded-office-vba-macro). The
DF3 format is simple but for HF's TGA's or PNG's have to be manipulated,
not up to that yet.
>it would be similar to your
>method, but like with only two possible values (0, 1) for each voxel.
Sorry, I don't understand the "only two possible values ..." part.
Ingo
--
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ingo wrote:
>
>
> Yes/No, you can't make overhangs with a HF.
> But more important, this is my first real attempt at programming something
> (besides the occasional modifying a pre-recorded-office-vba-macro). The
> DF3 format is simple but for HF's TGA's or PNG's have to be manipulated,
> not up to that yet.
If i understood your description right, your code does not generate any
overhangs.
BTW, TGA format also seems quite simple to me.
>
> >it would be similar to your
> >method, but like with only two possible values (0, 1) for each voxel.
>
> Sorry, I don't understand the "only two possible values ..." part.
>
> Ingo
>
Ok, that was just my own way of thinking. I meant you can not decrease the
value of a voxel by 2 in a heightfield (because there are no voxels :-). Forget
about it, i will try to work out some similar code for heightfields soon.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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Christoph Hormann wrote:
>If i understood your description right, your code does not generate any
>overhangs.
By the randomly bouncing the drop around within one "layer" it should
happen. I'll have to work on it a bit/lot more.
>BTW, TGA format also seems quite simple to me.
I'll look into it.
Ingo
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In article <8F7FCD07Bseed7@204.213.191.228>, ing### [at] home nl (ingo)
wrote:
> Generate a "raindrop" with a force between 0 and 10.
> Go to the first voxel in the first layer. If value of the voxel is 0, go
> to the first voxel in the next layer (=z direction).
> Reduce voxel and raindrop by two. Is there still some juice in the drop,
> randomly choose a direction +x, -x, +y or -y. Go in that direction till
> you hit a voxel that is not 0. Reduce voxel and drop by two. Do so until
> raindrop is 0 or you move outside the df3.
> Then generate a second drop, goto the second drop of the first layer etc.
> Do so for all voxels in the layer. Then start all over again. Do this 20
> times for each frame rendered.
Hmm, I wonder how hard it would be to make it follow the contours of the
surface, and deposit material as well as removing it.
Another possible feature that should be a lot easier to implement: wind.
Instead of going straight down to the first voxel, allow the direction
to be skewed a little.
I can see other possibilities for variants of this algorithm: weathering
on an ancient building or statue, etc.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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ingo wrote:
>
> Christoph Hormann wrote:
>
> >Sounds like you do not need a 3d-array for that, shouldn't it also work
> >on a normal heightfield in a similar way,
>
> Yes/No, you can't make overhangs with a HF.
> But more important, this is my first real attempt at programming something
> (besides the occasional modifying a pre-recorded-office-vba-macro). The
> DF3 format is simple but for HF's TGA's or PNG's have to be manipulated,
> not up to that yet.
Since you did this in Python you can get Python Imaging Library from
here:
http://www.pythonware.com/products/pil/index.htm
It reads and writes PNG, JPG, BMP, it also read TGA, I think it's quite
a
nice module, very simple to use... I'm not sure if the latest version is
available for windows, but there is one version for windows.
/Peter
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Peter Toneby wrote:
>Since you did this in Python you can get Python Imaging Library from
>here:
>http://www.pythonware.com/products/pil/index.htm
got it a minute ago, thanks.
Ingo
--
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Chris Huff wrote:
>Hmm, I wonder ......
>
>I can see other possibilities for variants of this algorithm: weathering
>on an ancient building or statue, etc.
>
But first I try to get some speed in it :)
Ingo
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In article <8F805274Eseed7@204.213.191.228>, ing### [at] home nl (ingo)
wrote:
> But first I try to get some speed in it :)
Rewrite it in C++. :-)
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Chris Huff wrote:
>Rewrite it in C++. :-)
... still learning how to crawl.
Ingo
--
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ingo wrote:
>
> Chris Huff wrote:
>
> >Rewrite it in C++. :-)
>
> ... still learning how to crawl.
>
> Ingo
>
I could also suggest Delphi, then we have:
Python = crawling
Delphi = walking
C++ = dancing
<g,d&r>
Christoph
--
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Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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