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  Isosurface Brick Wall (Message 1 to 7 of 7)  
From: Anthony D  Baye
Subject: Isosurface Brick Wall
Date: 1 Nov 2012 02:20:01
Message: <web.509213db5854a643d97ee2b90@news.povray.org>
I'm still trying to figure out the mortar, but I managed to get a continuous
wall of bricks as a single isosurface.  Unfortunately - as far as I can tell -
this method doesn't allow the random variation in the wrinkles pattern that I
get from building the wall brick by brick but it does, however, solve the
problem I was having with the max_gradient...

I guess it's a tradeoff for now.

I've been thinking that I might be able to construct a brick pattern with a
random wrinkles texture in each brick, and use that for the wall, but I'd have
to think about it a bit.

as usual, comments and suggestions are welcome.

Regards,
A.D.B.


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From: Anthony D  Baye
Subject: Re: Isosurface Brick Wall
Date: 1 Nov 2012 02:25:01
Message: <web.50921508d5cd80e2d97ee2b90@news.povray.org>
Sorry...


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From: MichaelJF
Subject: Re: Isosurface Brick Wall
Date: 1 Nov 2012 03:15:06
Message: <web.509220add5cd80e2b3c4d5490@news.povray.org>
> I've been thinking that I might be able to construct a brick pattern with a
> random wrinkles texture in each brick, and use that for the wall, but I'd have
> to think about it a bit.
>
> as usual, comments and suggestions are welcome.
>
> Regards,
> A.D.B.

Have you tried Chris Hormann's Iso-CSG-Library? Such things should be possible
with his macros, even the mortar.

Best regards,
Michael


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From: Thomas de Groot
Subject: Re: Isosurface Brick Wall
Date: 1 Nov 2012 04:08:24
Message: <50922df8$1@news.povray.org>
Hmm... The trade off might be too much. What I now see is an undulating 
wall which, if seen straight on, might not be a real issue, but seen 
from the side, like in the image, this looks artificial.

Thomas


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From: Anthony D  Baye
Subject: Re: Isosurface Brick Wall
Date: 1 Nov 2012 10:05:02
Message: <web.5092806ad5cd80e2d97ee2b90@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Hmm... The trade off might be too much. What I now see is an undulating
> wall which, if seen straight on, might not be a real issue, but seen
> from the side, like in the image, this looks artificial.
>
> Thomas

TBH, I'd rather have it looking like this, than have holes in it from too low a
max_gradient.

But, like I said, I have some ideas for fixing the texture problem.

As for the Iso-csg libraries, I've heard of them, but never looked at them.  At
the moment, I'm more interested in doing it myself.

Regards,
A.D.B.


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From: MichaelJF
Subject: Re: Isosurface Brick Wall
Date: 1 Nov 2012 17:50:01
Message: <web.5092eddfd5cd80e2f98ed2c0@news.povray.org>
> As for the Iso-csg libraries, I've heard of them, but never looked at them.  At
> the moment, I'm more interested in doing it myself.
>
> Regards,
> A.D.B.

Yes, best way to learn things is to do it yourself. But I think that is no
reason to neglect the masters. You can even learn a lot from their codes. If you
really have combined your bricks in one isosurface than your are very close to
Chris doing I think. And to take a look at what others are (or were) doing (in
this case) cannot be wrong. I learned a lot from Chris. Look at my Rose Garden
Tunnel (especially at the bottom) I posted some months ago to the p.b.s-f.

Best regards,
Michael


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From: Alain
Subject: Re: Isosurface Brick Wall
Date: 1 Nov 2012 23:04:19
Message: <50933833$1@news.povray.org>

> Sorry...
>

You may be able to use the cells pattern scalled to the dimention of 
your bricks, along with some repeating and offset warp, to get some 
random displacement of the front of individual bricks, as well as some 
variations of the shape of each faces.
You'll need to use two patterns, one "naked" cells pattern to move the 
bricks slightly in and out, and one using a texture_map for the surfaces 
shape variations.

Try first with only some pigments and normals to get the feel of it.

As for the mortar, it's probable that you can get away with a simple box 
placed just inside of the isosurface face. A simple pigment and normal 
should be enough.
If you want to go all isosurface, a simple planar one with sone high 
frequency noise added will do. As almost all of it will be invisible, 
you can use very low settings for the precision and to low max_gradient, 
making it faster.


Alain


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