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A tribute to Thomas and his Geomorph macro:
These islands were created using Geomorph 2.2 in a random while loop (I'll
post the code).
--Ralph
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![islandgroup.jpg](/povray.binaries.images/attachment/%3Cweb.41fc528b2bf4362a5a9431fb0%40news.povray.org%3E/islandgroup.jpg?ttop=441697&toff=5650&preview=1)
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"author" <ral### [at] abooks com> schreef in bericht
news:web.41fc528b2bf4362a5a9431fb0@news.povray.org...
> A tribute to Thomas and his Geomorph macro:
>
> These islands were created using Geomorph 2.2 in a random while loop (I'll
> post the code).
>
> --Ralph
>
Oh, that's an excellent idea! Just watch out for the bounding boxes that are
visible on some of the islands. Just increase the Xsize and Zsize of the
isosurface and all will be well.
I shall plant my flag on the highest island and claim possession of the
archipelago!! ;-)
Thomas
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"Thomas de Groot" <t.d### [at] inter nl net> wrote:
> "author" <ral### [at] abooks com> schreef in bericht
> news:web.41fc528b2bf4362a5a9431fb0@news.povray.org...
> > A tribute to Thomas and his Geomorph macro:
> >
> > These islands were created using Geomorph 2.2 in a random while loop (I'll
> > post the code).
> >
> > --Ralph
> >
> Oh, that's an excellent idea! Just watch out for the bounding boxes that are
> visible on some of the islands. Just increase the Xsize and Zsize of the
> isosurface and all will be well.
> I shall plant my flag on the highest island and claim possession of the
> archipelago!! ;-)
>
> Thomas
Thanks for the tip on bounding boxes, Thomas. I was wondering about that. I
can probably fix it for this by decreasing the range of the random function
that generates the X and Y sizes.
So, now that you have the islands, write a casino-generating macro and you
will attract plenty of wealthy tourists to throw dollars and euros at you.
;-)
--Ralph
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"author" <ral### [at] abooks com> schreef in bericht
news:web.41fcea9abadf62355a9431fb0@news.povray.org...
> Thanks for the tip on bounding boxes, Thomas. I was wondering about that.
I
> can probably fix it for this by decreasing the range of the random
function
> that generates the X and Y sizes.
>
> So, now that you have the islands, write a casino-generating macro and you
> will attract plenty of wealthy tourists to throw dollars and euros at you.
> ;-)
>
> --Ralph
>
Right, pardner! getting rich, shall we? Wallowing in hard cash from all
those poor naive tourists that shipwreck on our islands!! :-))
(Morgan, the pirate, was my great-great-great grandfather...)
Thomas
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> Right, pardner! getting rich, shall we? Wallowing in hard cash from all
> those poor naive tourists that shipwreck on our islands!! :-))
> (Morgan, the pirate, was my great-great-great grandfather...)
>
> Thomas
He is? I'll have to include a plank to exit the islands from then. ;-)
Here's a second go at the islands, with somewhat better camera angle and
lower X and Y parameters.
--Ralph
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![islandgroup.jpg](/povray.binaries.images/attachment/%3Cweb.41fd14e9badf62355a9431fb0%40news.povray.org%3E/islandgroup.jpg?ttop=441697&toff=5650&preview=1)
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"author" <ral### [at] abooks com> schreef in bericht
news:web.41fd14e9badf62355a9431fb0@news.povray.org...
>
> Here's a second go at the islands, with somewhat better camera angle and
> lower X and Y parameters.
>
Yes, this looks good. Still some bounding boxes though... hmm... you can
also decrease Diameter. See what happens. Depending on the Isolator choice
that has to be more or less drastic.
But the topography of the islands are very good.
Ah! You could try the ocean surface from Appendix 2! The waves will be a
little more 'natural' (?) looking...
Thomas
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> Yes, this looks good. Still some bounding boxes though... hmm... you can
> also decrease Diameter. See what happens. Depending on the Isolator choice
> that has to be more or less drastic.
> But the topography of the islands are very good.
> Ah! You could try the ocean surface from Appendix 2! The waves will be a
> little more 'natural' (?) looking...
>
> Thomas
Okay... here's one with the ocean surface you suggested.
--Ralph
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![islandgroup.jpg](/povray.binaries.images/attachment/%3Cweb.41fefba6badf62355a9431fb0%40news.povray.org%3E/islandgroup.jpg?ttop=441697&toff=5650&preview=1)
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"author" <ral### [at] abooks com> schreef in bericht
news:web.41fefba6badf62355a9431fb0@news.povray.org...
>
>
> Okay... here's one with the ocean surface you suggested.
>
> --Ralph
>
Ralph!
This looks great. Impressive, isn't it? I like the texture of the islands,
by the way, as well as the sky. It's been a long time ago since I last used
Chris Colefax's macro. I shall have to 're-discover' it.
Good work!
Thomas
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From: Thomas de Groot
Subject: Re: The De Groot Islands: Foaming seas
Date: 1 Feb 2005 03:08:24
Message: <41ff38f8@news.povray.org>
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This image brings me to a question to the community at large:
Marc Jacquier (and others, I believe) have worked on the production of foam
in the shallow parts of seas. That was based on image-based height_field
functions, if I remember correctly, and it worked very well. I tried to use
the procedure with isosurfaces, but the only thing I got was foam over the
whole sea surface, not only in the shallows. What did I do wrong? Or how
should the expected results be obtained? Any suggestion is most welcome!!
Thanks indeed!
Thomas
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news:41ff38f8@news.povray.org...
> This image brings me to a question to the community at large:
>
> Marc Jacquier (and others, I believe) have worked on the production of
foam
> in the shallow parts of seas. That was based on image-based height_field
> functions, if I remember correctly, and it worked very well. I tried to
use
> the procedure with isosurfaces, but the only thing I got was foam over the
> whole sea surface, not only in the shallows. What did I do wrong? Or how
> should the expected results be obtained? Any suggestion is most welcome!!
> Thanks indeed!
>
> Thomas
>
>
Hi Thomas,
I'm not quite sure but I believe conversion from image to function with
.gray takes rgb but filter and transmit as well.
And transmit is at 1 out of the image zone to make it transparent.
What I do is crappy : invert the image in an image editor then multiply
the function by a negative factor in the texturing process.
But here you don't use bitmaps, do you?
You are using functions. So the function factor in the texturing process
should be positive.
For my POVComp entry, I had only to evaluate distance from a central point
(I won't spoil more ;-)
I took the lazy path using cylindrical pattern but you can change for any
function.
Here is my sea material code ( media set for 1 pov unit= 1 meter)
#declare T_eau=texture // free (without foam) sea texture
{
pigment
{
color rgbt 1
}
finish
{
ambient 0
specular 1
roughness 0.0001
conserve_energy
reflection
{
0.0 ,3
fresnel on
falloff 1
exponent 1
metallic 0.0
}
}
}
#declare T_mousse=texture // foam texture
{pigment{
color rgb 1 transmit .3
}
finish{ambient 0
diffuse 1
}
normal{bumps 0.1 scale 0.2}
}
#declare P_img=
pigment
{
cylindrical
color_map
{
[0.0 rgb 1 ]
[1 rgb 0 ]
}
warp { turbulence .02 lambda 7 }
scale 200
// rotate 90.0 * x // decomment for Moray coordinate system
poly_wave 0.5
}
#declare F_img=function{pigment {P_img}}
#declare f_crackle_moi = function {pattern {crackle warp {turbulence 0.65
lambda 3} scale <1,1,2>*2}} //turb 0.7
#declare F_var_crackle=function{min(1, f_crackle_moi(x, y,
z)*max(0,(F_img(x, y, z).gray)*40))}
#declare M_Iso_Sea =
material
{ texture{
function{F_var_crackle(x,y,z)}
texture_map{
[.35 T_mousse] //.4
[.85 T_eau] //.5
}
}
interior
{
ior 1.333
caustics 2.0
media
{
samples 1,1
absorption rgb <1.0, 0.1, 0.18>*2
scattering
{
3 , rgb <1,1,0.9>*.15
extinction 1
}
}
}
}
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