POV-Ray : Newsgroups : povray.binaries.images : Yet more boulders Server Time
2 Aug 2024 00:18:39 EDT (-0400)
  Yet more boulders (Message 11 to 16 of 16)  
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From: Bill Pragnell
Subject: Re: Yet more boulders
Date: 29 Feb 2008 06:45:01
Message: <web.47c7eeeee40b9a04731f01d10@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> Seems an interesting method. If you have time to port
> that out to the community, I (at least) would be very grateful. I can
> imagine a lot of applications.

Here you go. It should be quite self-explanatory. If you don't want a smooth
finish then use triangle instead of smooth_triangle.

// begin code

#macro ballpoint(vangle, rangle, rad)
  #local yp = rad*cos(vangle);
  #local locrad = rad*sin(vangle);
  #local xp = locrad*sin(rangle);
  #local zp = locrad*cos(rangle);
  (<xp, yp, zp>)
#end

#macro meshball(obj, res)
  mesh {
  #local vang = 0;
  #local ang  = 0;
  #local dvang = pi/res;
  #local dang = 2*pi/res;
  #local n1 = <0,0,0>;
  #local n2 = <0,0,0>;
  #local n3 = <0,0,0>;
  #local n4 = <0,0,0>;
  #while (vang < pi)
    #while (ang < 2*pi)
      #local v1 = trace(obj, <0,0,0>, ballpoint(vang, ang, 1), n1);
      #local v2 = trace(obj, <0,0,0>, ballpoint(vang+dvang, ang, 1), n2);
      #local v3 = trace(obj, <0,0,0>, ballpoint(vang, ang+dang, 1), n3);
      #local v4 = trace(obj, <0,0,0>, ballpoint(vang+dvang, ang+dang, 1), n4);
      smooth_triangle { v1, n1, v2, n2, v3, n3 }
      smooth_triangle { v2, n2, v3, n3, v4, n4 }
      #local ang = ang + dang;
    #end
    #local ang = 0;
    #local vang = vang + dvang;
  #end }
#end

// end code


Just call meshball(obj, res) where obj is your pre-declared object (centred on
the origin) and res is the triangle resolution (it's pretty fast with 100-200
and looks ok).

Bill


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From: Thomas de Groot
Subject: Re: Yet more boulders
Date: 1 Mar 2008 03:22:38
Message: <47c9124e$1@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> schreef in bericht 
news:web.47c7eeeee40b9a04731f01d10@news.povray.org...
>
> Here you go. It should be quite self-explanatory. If you don't want a 
> smooth
> finish then use triangle instead of smooth_triangle.
>

Excellent! Thanks a lot Bill!

Thomas


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From: Eero Ahonen
Subject: Re: Yet more boulders
Date: 2 Mar 2008 08:05:19
Message: <47caa60f$1@news.povray.org>
Bill Pragnell wrote:
> 
> Yeah, well, I don't care that much, it's just nice to know roughly what's
> slowing things down. :) Anyway, preview is useful, I don't have to wait for a

That kind of nice-to-know -information is also provided by official 
Windows -version of POV-Ray, while it shows the PPM (pixels per minute?) 
-value at bottom right corner.

Just a FYI :).

-- 
Eero "Aero" Ahonen
    http://www.zbxt.net
       aer### [at] removethiszbxtnetinvalid


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From: Nicolas Alvarez
Subject: Re: Yet more boulders
Date: 2 Mar 2008 09:57:58
Message: <47cac076@news.povray.org>

> Bill Pragnell wrote:
>>
>> Yeah, well, I don't care that much, it's just nice to know roughly what's
>> slowing things down. :) Anyway, preview is useful, I don't have to 
>> wait for a
> 
> That kind of nice-to-know -information is also provided by official 
> Windows -version of POV-Ray, while it shows the PPM (pixels per minute?) 
> -value at bottom right corner.

Problem is the PPM is an average over the whole rendered image, so it's 
a bit hard to tell if a certain part takes longer.


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From: Paolo Gibellini
Subject: Re: Yet more boulders
Date: 3 Mar 2008 06:55:50
Message: <47cbe746@news.povray.org>
Mmm... have you noticed that in the left lower corner there is a profile 
   of a boulder-ish face? Your works is becoming alive...
;-)
Paolo

 >Bill Pragnell wrote:
> Here we go again. Not much variation in these rocks, sorry, I promise to post
> something more interesting soon!
> 
> In the end I gave up using the isosurface approximation macro, it was producing
> far too many sharp angles and the smoothing was suffering. So I wrote a quick
> and dirty mesh approximator that just shoots rays in a spherical polar grid
> from the center of the object. Obviously, if the object occludes its own centre
> anywhere then this won't work properly, but I'm just after a basic rocky shape
> so what the hell. This saves loads of parsing time and still looks pretty good
> up close; a little less craggy than previous versions maybe.
> 
> So, this image rendered in 7 hours, a bit steep but the bushes and trees in
> cahoots with the antialiasing were the main culprits (that's the nice thing
> about MegaPOV, you can see exactly which pixels are slowing you down). The
> boulder itself renders really quick, even with radiosity. I'm really happy with
> the (relatively simple) bozo pigment on the rock, it hints at surface texture
> that isn't there, even really close up (thanks to partial tests without
> radiosity at 3000x3000).
> 
> The triangular gaps in the plant life are deliberate; that's where the buildings
> will be.
> 
> njoy
> Bill
> 
> 
> ------------------------------------------------------------------------
>


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From: Bill Pragnell
Subject: Re: Yet more boulders
Date: 3 Mar 2008 07:05:00
Message: <web.47cbe917e40b9a04731f01d10@news.povray.org>
Paolo Gibellini <p.g### [at] gmailcom> wrote:
> Mmm... have you noticed that in the left lower corner there is a profile
>    of a boulder-ish face? Your works is becoming alive...

So there is! I hadn't noticed, but it is quite conspicuous. A very elongated
chin, he probably has a dastardly handle-bar moustache...


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