POV-Ray : Newsgroups : povray.binaries.images : "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1) Server Time
2 Oct 2024 06:23:02 EDT (-0400)
  "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1) (Message 2 to 11 of 11)  
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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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From: Chris Huff
Subject: Re: "distortion_field"(fun with eval_pigment()) - 3dHF.jpg (1/1)
Date: 29 Jun 2000 08:36:48
Message: <chrishuff-15C2BD.07365229062000@news.povray.org>
In article <395AE653.C83A7A3E@pacbell.net>, lin### [at] povrayorg 
wrote:

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

You have hands?!?
Who made them? Are they designed after human hands, or are they the 
usual "robotic claw" type? Do they have tactile feedback, or just 
limiters so you don't break bones when you shake hands?

-- 
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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