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From: Christoph Hormann
Subject: Megapov MCP sample (77k)
Date: 4 Mar 2001 11:42:45
Message: <3AA2707C.CC717FC2@gmx.de>
Just a sample scene for the new combination of different patches.  See 

things on: http://www.schunter.etc.tu-bs.de/~chris/povcyg.html

and my posting in p.u.p for details.

The cloth was made with Christophe Bouffartigue's Clothray patch (it's
strongly based on the sample scene), the sphere uses a PovMan shader
(based on the one david gemelli posted on 16 Jan 2001) The yellow stuff is
made with Chris Huff's particle system patch.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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mcp01.jpg


 

From: Justin Whitton
Subject: Re: Megapov MCP sample (77k)
Date: 4 Mar 2001 11:50:25
Message: <mes4atchdogfvdbee8sgi823vheem48180@4ax.com>
On Sun, 04 Mar 2001 17:42:36 +0100, Christoph Hormann
<chr### [at] gmxde> wrote:
>
>Just a sample scene for the new combination of different patches.  See 
>
>things on: http://www.schunter.etc.tu-bs.de/~chris/povcyg.html
>
>and my posting in p.u.p for details.
>
>The cloth was made with Christophe Bouffartigue's Clothray patch (it's
>strongly based on the sample scene), the sphere uses a PovMan shader
>(based on the one david gemelli posted on 16 Jan 2001) The yellow stuff is
>made with Chris Huff's particle system patch.
>
>Christoph

I like, probably because it reminds me of my girlfriend eating :-)
(Not quite as bad as this, but she does make a mess.)

_  __                                           __  _
 \/  \ Justin Whitton                          /  \/
_/\__/ mail: jus### [at] rayjayclaracouk \__/\_
 \/  \ web: www.rayjay.clara.co.uk             /  \/
_/\__/\MSN Messenger ID:msn### [at] rayjayclaracouk/\__/\_


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From: Robert Günther
Subject: Re: Megapov MCP sample (77k)
Date: 4 Mar 2001 12:48:56
Message: <3AA28014.11A48887@exmail.de>
Looks nice!
looking at the cloth makes me feel a little bit drunk ;-))

best wishes,

Robert

Christoph Hormann schrieb:

> Just a sample scene for the new combination of different patches.  See
>
> things on: http://www.schunter.etc.tu-bs.de/~chris/povcyg.html
>
> and my posting in p.u.p for details.
>
> The cloth was made with Christophe Bouffartigue's Clothray patch (it's
> strongly based on the sample scene), the sphere uses a PovMan shader
> (based on the one david gemelli posted on 16 Jan 2001) The yellow stuff is
> made with Chris Huff's particle system patch.
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmxde>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
>
>   ------------------------------------------------------------------------
>  [Image]


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From: Christoph Hormann
Subject: Re: Megapov MCP sample (77k)
Date: 4 Mar 2001 13:11:08
Message: <3AA2853E.E259C4D8@gmx.de>

> 
> Looks nice!
> looking at the cloth makes me feel a little bit drunk ;-))
> 

Thanks, i forgot to mention that the cloth texture uses the new blur
pattern.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: ingo
Subject: Re: Megapov MCP sample (77k)
Date: 4 Mar 2001 13:55:22
Message: <Xns905ACADFD9D45seed7@povray.org>
in <3AA2853E.E259C4D8@gmx.de> Christoph Hormann wrote:

>Thanks, i forgot to mention that the cloth texture uses the new blur
>pattern.
>

Christoph,

how does the combination object_pattern + blurr_pattern compare to the 
proximity_pattern? Speedwise and for turning an object into pattern 
usable for an isosurface.

Ingo

-- 
Photography: http://members.home.nl/ingoogni/
Pov-Ray    : http://members.home.nl/seed7/


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From: Christoph Hormann
Subject: Re: Megapov MCP sample (77k)
Date: 4 Mar 2001 14:05:28
Message: <3AA291F9.3E734EF6@gmx.de>
ingo wrote:
> 
> how does the combination object_pattern + blurr_pattern compare to the
> proximity_pattern? Speedwise and for turning an object into pattern
> usable for an isosurface.
> 

That's one of the things i was going to check, but i did not yet have time
to do so.  Anyway right now there are only non adaptive blurring methods
implemented and therefore it is quite slow when using a lot of samples.  

I already started to write a recursive algorithm only taking additional
samples if the values differ, but i did not yet finish it.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Chris Huff
Subject: Re: Megapov MCP sample (77k)
Date: 4 Mar 2001 14:49:37
Message: <chrishuff-436056.14464004032001@news.povray.org>
In article <3AA291F9.3E734EF6@gmx.de>, Christoph Hormann 
<chr### [at] gmxde> wrote:

> That's one of the things i was going to check, but i did not yet have time
> to do so.  Anyway right now there are only non adaptive blurring methods
> implemented and therefore it is quite slow when using a lot of samples.  
> 
> I already started to write a recursive algorithm only taking additional
> samples if the values differ, but i did not yet finish it.

I had done a pattern blurring patch before, but got stuck trying to 
figure out a good way to get smooth blurring without a huge number of 
samples. I don't know how suitable it is for isosurfaces, there are 
still areas with infinite gradient. I think I can figure out a way to 
get smooth blurring, though...
My patch worked differently, it was a pattern modifier, like the 
waveform modifiers. I never thought of implementing it as another 
pattern...seems like a good idea, especially in the case of block 
patterns, which wouldn't be block patterns any more after being blurred. 
I would suggest a different keyword, though..."blur_pattern", for 
example.

One question: why do you still have the "grad" pattern, which should be 
possible with the "warp_pattern" pattern?

Also, I would suggest that "visibility" be a separate pattern...it 
doesn't seem to fit in with the object pattern, and would be better off 
not being a block pattern. Incorporating distance would be a useful 
feature.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Christoph Hormann
Subject: Re: Megapov MCP sample (77k)
Date: 4 Mar 2001 15:20:25
Message: <3AA2A38A.28F03C1C@gmx.de>
Chris Huff wrote:
> 
> I had done a pattern blurring patch before, but got stuck trying to
> figure out a good way to get smooth blurring without a huge number of
> samples. I don't know how suitable it is for isosurfaces, there are
> still areas with infinite gradient. I think I can figure out a way to
> get smooth blurring, though...

That would be interesting, i can't imagine a method right now that would
do this without a lot of samples. Adaptive sampling would help a lot IMO,
esp. woth block patterns, but it's quite difficult to implement.  

> My patch worked differently, it was a pattern modifier, like the
> waveform modifiers. I never thought of implementing it as another
> pattern...seems like a good idea, especially in the case of block
> patterns, which wouldn't be block patterns any more after being blurred.
> I would suggest a different keyword, though..."blur_pattern", for
> example.

I don't like too much typing :-)

Seriously, i think the '_pattern' stuff started with pigment_pattern where
it's a good idea, like for warp_pattern too, but i'm not sure if that
should be continued with all patterns.  

> 
> One question: why do you still have the "grad" pattern, which should be
> possible with the "warp_pattern" pattern?

It was written before :-)
i will probably check if there is a difference in speed and take it out if
it's negligible.

> 
> Also, I would suggest that "visibility" be a separate pattern...it
> doesn't seem to fit in with the object pattern, and would be better off
> not being a block pattern. Incorporating distance would be a useful
> feature.
> 

There is already a seperate visibility pattern, but i did not yet include
it in the documentation, because it's quite preliminary.  

try:
pigment {
  visibility {
    object { test_Obj }
    direction z
  }
}

Right now the effect of the object pattern with visibility can not be
identically achieved with the seperate visibility pattern. 

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Chris Huff
Subject: Re: Megapov MCP sample (77k)
Date: 4 Mar 2001 16:00:20
Message: <chrishuff-25D656.15572204032001@news.povray.org>
In article <3AA2A38A.28F03C1C@gmx.de>, Christoph Hormann 
<chr### [at] gmxde> wrote:

> That would be interesting, i can't imagine a method right now that would
> do this without a lot of samples. Adaptive sampling would help a lot IMO,
> esp. woth block patterns, but it's quite difficult to implement.  

I'll take a look at your source code, and see if I can make it use my 
method...and if my method will work. With luck, you will see some sample 
images from me soon (and a description of the algorithm, of course). :-)


> Seriously, i think the '_pattern' stuff started with pigment_pattern where
> it's a good idea, like for warp_pattern too, but i'm not sure if that
> should be continued with all patterns.

I think it makes sense in this case...actually, "blurred_pattern" seems 
even better. Just plain "blur" seems kind of ambiguous...it doesn't seem 
as apparent that the *pattern* is what is being blurred.


> There is already a seperate visibility pattern, but i did not yet include
> it in the documentation, because it's quite preliminary.  

Alright...I just downloaded the source code, and will probably integrate 
your stuff into MegaPOV+. (it will be the last thing added, though, in 
case you release a new version before I complete MP+)


> Right now the effect of the object pattern with visibility can not be
> identically achieved with the seperate visibility pattern. 

Now *that* has some potential for confusion...

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Christoph Hormann
Subject: Re: Megapov MCP sample (77k)
Date: 4 Mar 2001 16:21:27
Message: <3AA2B1D7.1530E613@gmx.de>
Chris Huff wrote:
> 
> I think it makes sense in this case...actually, "blurred_pattern" seems
> even better. Just plain "blur" seems kind of ambiguous...it doesn't seem
> as apparent that the *pattern* is what is being blurred.
> 

All right, since English is not my native language i will not argue that.  

> Alright...I just downloaded the source code, and will probably integrate
> your stuff into MegaPOV+. (it will be the last thing added, though, in
> case you release a new version before I complete MP+)

Will that be based on Megapov 0.7 ?

Integrating your particle system patch I also saw that some other things
were not yet included in Megapov like the curvature pattern.  What's the
reason?

> 
> Now *that* has some potential for confusion...
> 

Yeah :-)

While the 'shadows' in the object pattern with visibility are infinitely
long, the value raises to 1 at the length of the distance vector in the
visibility pattern.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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