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From: Chris Huff
Subject: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 24 Jun 2000 16:19:43
Message: <chrishuff-A9E786.15235224062000@news.povray.org>
Kind of a 3D height_field...each point is moved by an amount depending 
on the color of a pigment at that point. I will post the source code if 
anyone is interested.

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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From: SamuelT
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 24 Jun 2000 18:42:15
Message: <39553A05.9DB06DD4@aol.com>
That's cool! I can't figure out a use for it right at the moment, except
looking neat :)

Chris Huff wrote:

> Kind of a 3D height_field...each point is moved by an amount depending
> on the color of a pigment at that point. I will post the source code if
> anyone is interested.
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
>
>  [Image]

--
Samuel Benge

E-Mail: STB### [at] aolcom

Visit my isosurface tutorial at http://members.aol.com/stbenge


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From: Bob Hughes
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 24 Jun 2000 23:36:58
Message: <39557e5a@news.povray.org>
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-A9E786.15235224062000@news.povray.org...
| will post the source code if anyone is interested.

Like you even have to ask?
Must say that I don't quite understand this object.  Were there sufficient
displacement from within the outer surface would that break through the
surface, or overlap along a surface?  This here appears to never go beyond the
adjacent point, so I'm guessing it has a limitation in locations of points
regarding the neighboring points.  I'm just making an observation, not being
critical.

Bob


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From: Rick
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 25 Jun 2000 10:15:17
Message: <395613f5@news.povray.org>
can you do a jiggly cube animation with it?

Rick


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From: Chris Huff
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 25 Jun 2000 11:16:08
Message: <chrishuff-B3A8E8.10203725062000@news.povray.org>
In article <395613f5@news.povray.org>, "Rick" <ric### [at] kitty5com> wrote:

> can you do a jiggly cube animation with it?

Actually, I already wrote the code for it and did a test render. 
Unfortunately, I used too much motion, so it wasn't clearly visible, 
though I fixed that.
It is quite simple, just use phase or translate the pigment.

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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From: Chris Huff
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 25 Jun 2000 11:24:27
Message: <chrishuff-8E698B.10285625062000@news.povray.org>
In article <39557e5a@news.povray.org>, "Bob Hughes" 
<per### [at] aolcom?subject=PoV-News:> wrote:

> Like you even have to ask?

I will post it in povray.text.scene-files. :-)


> Must say that I don't quite understand this object.  Were there 
> sufficient displacement from within the outer surface would that 
> break through the surface, or overlap along a surface?  This here 
> appears to never go beyond the adjacent point, so I'm guessing it has 
> a limitation in locations of points regarding the neighboring points. 
>  I'm just making an observation, not being critical.

Just imagine taking a 3D grid, getting the color of a pigment at each 
"node", and moving that node a certain amount depending on the color.
I actually used the color vectors to store offset vectors, the color_map 
interpolates between them.
I provided a variable to "scale" the amount of motion down. I can turn 
it up so you end up with a unrecognizeable, tangled mess of cylinders 
and spheres, or scale it down so you have a slightly jittered grid.

BTW, this also demonstrates a possible feature I have been thinking of 
trying: some kind of "displacement" warp for textures, and maybe even 
the ability to warp meshes(if I can figure out their code). Not quite 
"displacement mapping", but close.

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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From: Bob Hughes
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 25 Jun 2000 11:33:54
Message: <39562662@news.povray.org>
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-8E698B.10285625062000@news.povray.org...
|
| I will post it in povray.text.scene-files. :-)

Thanks.
|
| Just imagine taking a 3D grid, getting the color of a pigment at each
| "node", and moving that node a certain amount depending on the color.
| I actually used the color vectors to store offset vectors, the color_map
| interpolates between them.
| I provided a variable to "scale" the amount of motion down. I can turn
| it up so you end up with a unrecognizeable, tangled mess of cylinders
| and spheres, or scale it down so you have a slightly jittered grid.

I think I understand that.  rgb controlled, like "color vectors" in an object
placement sense.

Bob


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From: Peter Popov
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 25 Jun 2000 14:04:50
Message: <t8iclscf4bgfanocg4hb9qpn02b1o9b5qs@4ax.com>
On Sun, 25 Jun 2000 10:28:56 -0500, Chris Huff <chr### [at] maccom>
wrote:

>BTW, this also demonstrates a possible feature I have been thinking of 
>trying: some kind of "displacement" warp for textures, 

Oh please do add this! It has been on my wishlist for years and I have
suggested it several times. I really hate myself for not being able to
program, argh!

>and maybe even 
>the ability to warp meshes(if I can figure out their code). Not quite 
>"displacement mapping", but close.

That shouldn't be necessary if the eval_* functions make it into the
official because I am sure Chris and Warp will come up with something
along the same lines.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG      e-mail : pet### [at] tagpovrayorg


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From: Chris Huff
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 25 Jun 2000 15:31:47
Message: <chrishuff-0F51EF.14361625062000@news.povray.org>
In article <t8iclscf4bgfanocg4hb9qpn02b1o9b5qs@4ax.com>, Peter Popov 
<pet### [at] usanet> wrote:

> Oh please do add this! It has been on my wishlist for years and I have
> suggested it several times. I really hate myself for not being able to
> program, argh!

It is done. :-)


> >and maybe even 
> >the ability to warp meshes(if I can figure out their code). Not quite 
> >"displacement mapping", but close.
> 
> That shouldn't be necessary if the eval_* functions make it into the
> official because I am sure Chris and Warp will come up with something
> along the same lines.

It is possible to do it with the eval_* and vwarp() functions...but the 
patch parses a lot faster(I have a mostly complete patch...but it 
doesn't quite work yet)

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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From: Ken
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 29 Jun 2000 02:06:05
Message: <395AE653.C83A7A3E@pacbell.net>
Chris Huff wrote:
> 
> Kind of a 3D height_field...each point is moved by an amount depending
> on the color of a pigment at that point. I will post the source code if
> anyone is interested.

Interesting but I like to model this kind of thing by hand. It's more
challenging that way.

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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