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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'
Preview of image 'polyhedra2.jpeg.jpg'
Preview of image 'polyhedra3.jpeg.jpg'
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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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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>
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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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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>
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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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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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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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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>
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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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