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From: Chris Huff
Subject: Tortured Tetrahedrons - attached files (1/1)
Date: 8 Jan 2001 21:29:23
Message: <chrishuff-028C18.21302608012001@news.povray.org>
Playing around with macro-generated meshes...and yes, these used to be 
4-sided polyhedrons.

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

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Attachments:
Download 'polyhedra.jpeg.jpg' (20 KB) Download 'polyhedra2.jpeg.jpg' (16 KB) Download 'polyhedra3.jpeg.jpg' (22 KB)

Preview of image 'polyhedra.jpeg.jpg'
polyhedra.jpeg.jpg

Preview of image 'polyhedra2.jpeg.jpg'
polyhedra2.jpeg.jpg

Preview of image 'polyhedra3.jpeg.jpg'
polyhedra3.jpeg.jpg


 

From: David Fontaine
Subject: Re: Tortured Tetrahedrons - attached files (1/1)
Date: 8 Jan 2001 23:42:13
Message: <3A5A958A.468F9B79@faricy.net>
Chris Huff wrote:

> Playing around with macro-generated meshes...and yes, these used to be
> 4-sided polyhedrons.

It has that kind of video-game polygon-terrain look, but with enough
detail to be appreciable. The effect is nice at that scale.

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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From: Chris Huff
Subject: Re: Tortured Tetrahedrons - attached files (1/1)
Date: 9 Jan 2001 13:29:21
Message: <chrishuff-E5B14D.13305909012001@news.povray.org>
In article <3A5A958A.468F9B79@faricy.net>, David Fontaine 
<dav### [at] faricynet> wrote:

> It has that kind of video-game polygon-terrain look, but with enough
> detail to be appreciable. The effect is nice at that scale.

Terrain? Um, how? I can see the "video game" part, but terrain?
I admit that I don't play video games very much, but I've never seen a 
video game landscape with the general shape of a sphere, or which looks 
anything like a tetrahedron...

-- 
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: Tortured Tetrahedrons - attached files (1/1)
Date: 9 Jan 2001 13:35:18
Message: <3A5B59E7.CE989B48@gmx.de>
Chris Huff wrote:
> 
> Playing around with macro-generated meshes...and yes, these used to be
> 4-sided polyhedrons.
> 

That looks great, what kind of formula generates those surfaces?

IMO they would look nice when made transparent, with refraction, photons,
...

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: Tortured Tetrahedrons - attached files (1/1)
Date: 9 Jan 2001 13:50:26
Message: <chrishuff-9A840C.13520609012001@news.povray.org>
In article <3A5B59E7.CE989B48@gmx.de>, Christoph Hormann 
<chr### [at] gmxde> wrote:

> That looks great, what kind of formula generates those surfaces?

It simply recursively divides the triangles into 3 triangles with a new 
point at the center, and moves the center point in a direction along the 
normal of the triangle. The two vaguely sphere-like objects had a 
positive displacement, the one that looks like an engraved tetrahedron 
had a small negative displacement.
Another method, which I am going to try soon, would divide the triangles 
into 4 parts, one center and 3 corner triangles, but the method I used 
for these keeps the edges of the original shape intact.


> IMO they would look nice when made transparent, with refraction, photons,

I almost did that...but I was focusing more on the geometry than the 
surroundings and texturing.

-- 
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: Tortured Tetrahedrons - attached files (1/1)
Date: 9 Jan 2001 14:08:37
Message: <3A5B61B4.70A401B9@gmx.de>
Chris Huff wrote:
> 
> It simply recursively divides the triangles into 3 triangles with a new
> point at the center, and moves the center point in a direction along the
> normal of the triangle. The two vaguely sphere-like objects had a
> positive displacement, the one that looks like an engraved tetrahedron
> had a small negative displacement.

Sounds interesting, looks a bit like something wrapped with plastic.

> Another method, which I am going to try soon, would divide the triangles
> into 4 parts, one center and 3 corner triangles, but the method I used
> for these keeps the edges of the original shape intact.
> 

That method could look much like heightfields generated with subdivision
algorithms like Terrain maker. Structures then much depend on how you
calculate the displacements.

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: Tortured Tetrahedrons - attached files (1/1)
Date: 9 Jan 2001 16:18:17
Message: <chrishuff-601D30.16195509012001@news.povray.org>
In article <3A5B61B4.70A401B9@gmx.de>, Christoph Hormann 
<chr### [at] gmxde> wrote:

> Sounds interesting, looks a bit like something wrapped with plastic.

Hmm, I guess it does sort of resemble the way Saran wrap wrinkles around 
corners...I had thought it resembled cut glass more.


> That method could look much like heightfields generated with subdivision
> algorithms like Terrain maker. Structures then much depend on how you
> calculate the displacements.

A similar algorithm is sometimes used, I think...I actually did 
something using an algorithm that was almost exactly the same(except 
using squares instead of triangles, and a randomized displacement), but 
the many straight lines resulted in a very ugly landscape.

-- 
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: David Fontaine
Subject: Re: Tortured Tetrahedrons - attached files (1/1)
Date: 9 Jan 2001 18:19:01
Message: <3A5B9B44.88972637@faricy.net>
Chris Huff wrote:

> > It has that kind of video-game polygon-terrain look, but with enough
> > detail to be appreciable. The effect is nice at that scale.
>
> Terrain? Um, how? I can see the "video game" part, but terrain?
> I admit that I don't play video games very much, but I've never seen a
> video game landscape with the general shape of a sphere, or which looks
> anything like a tetrahedron...

I just mean the general pointy randomized look.

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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From: Chris Huff
Subject: Re: Tortured Tetrahedrons - attached files (1/1)
Date: 9 Jan 2001 20:16:17
Message: <chrishuff-E61A7A.20175609012001@news.povray.org>
In article <3A5B9B44.88972637@faricy.net>, David Fontaine 
<dav### [at] faricynet> wrote:

> I just mean the general pointy randomized look.

Oh, I see...
BTW, there is actually no random component to these shapes...though the 
complexity of some of them kind of leads to a lack of obvious order.

-- 
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: Tor Olav Kristensen
Subject: Re: Tortured Tetrahedrons - attached files (1/1)
Date: 9 Jan 2001 20:20:01
Message: <3A5BB802.5091CF50@online.no>
Chris Huff wrote:
> 
> Playing around with macro-generated meshes...and yes, these used to be
> 4-sided polyhedrons.

Bags full of alien popcorns ?

Congratulations with a well done torture session !

Can you also make the edges and the corners smooth ?

Btw.: Didn't someone (Warp ?) make a program that could 
round off the edges within a mesh ?


Tor Olav
-- 
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


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