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29 Mar 2024 12:02:58 EDT (-0400)
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From: And
Subject: Re: pattern blend
Date: 4 Mar 2018 09:10:00
Message: <web.5a9bfd4a8351d7b01792537a0@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>
> > I ever split it into 3 functions. But re-composite them using this code the
> > result is weird.
> >
> > I often using it to create two color image.
>
>
> I agree to Kenneth - very cool methods - and thanks for the code.
> With 3 functions I got this nice image ("glasses" from Hall of Fame as input).
>
> Norbert

Actually I don't know how you blend 3 colors to this.


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From: And
Subject: Re: pattern blend
Date: 4 Mar 2018 09:30:01
Message: <web.5a9c01fc8351d7b01792537a0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 3-3-2018 14:09, And wrote:
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> >> On 3-3-2018 1:43, Kenneth wrote:
> >>> VERY cool. I like both images. Thanks for the interesting code.
> >>>
> >>> With some appropriate functions maybe-- to split the original color image into 3
> >>> functions-- you might be able to do all three *color* channels in a similar way,
> >>> for a painterly 'pointilism' effect.
> >>>
> >>
> >> It is a bit like your airbrush.
> >>
> >> --
> >> Thomas
> >
> > I'd like to see.
> >
>
>
http://news.povray.org/povray.binaries.images/thread/%3C48295282%40news.povray.org%3E/
>
> --
> Thomas

Really like.


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From: Kenneth
Subject: Re: pattern blend
Date: 4 Mar 2018 09:55:00
Message: <web.5a9c07ee8351d7b0a47873e10@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> >>
> >> It is a bit like your airbrush.
> >>
> >> --
> >> Thomas
> >
> > I'd like to see.
> >
>
>
http://news.povray.org/povray.binaries.images/thread/%3C48295282%40news.povray.org%3E/
>

I had forgotten that! :-O  Thanks for the reminder.

BTW, re: the discussion there of 'bending the slopes of height_fields': It can
be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
by purposely changing the gamma of the image that's used to make the HF. That
effectively changes the otherwise 'linear' slope of HF contours to more of a
curve. For example, HF mountains made this way look more natural to my eye--
like the mountain's slopes have naturally eroded. (There's also a HF difference
between images SAVED at different gamma values, for the same reason-- 1.0 being
a linear slope, 2.2 being more of a curve.)


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From: Stephen
Subject: Re: pattern blend
Date: 4 Mar 2018 10:39:04
Message: <5a9c1318@news.povray.org>
On 04/03/2018 14:51, Kenneth wrote:
> BTW, re: the discussion there of 'bending the slopes of height_fields': It can
> be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
> by purposely changing the gamma of the image that's used to make the HF

I'll put the kettle on for a pot of tea. While I await clipka's reply. ;-)

-- 

Regards
     Stephen


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From: Kenneth
Subject: Re: pattern blend
Date: 4 Mar 2018 10:45:01
Message: <web.5a9c13538351d7b0a47873e10@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
>
> BTW, re: the discussion there of 'bending the slopes of height_fields': It can
> be done in an alternate way now, using POV-Ray's 'blend gamma' feature...

Actually, 'blend_gamma' is for blending a pigment_map (or color_map)...
3.6.1.1.3 Pigment Map--
"New in version 3.7.1 non-linear pigment map interpolation support has been
added."

There's also the newer gamma feature for image_maps at
3.6.2.6.1 Specifying an Image Map

.... which is what I was referring to.

But *both* can be used for some interesting HF effects.


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From: Norbert Kern
Subject: Re: pattern blend
Date: 4 Mar 2018 12:15:05
Message: <web.5a9c28f78351d7b0bed38e420@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:

> Actually I don't know how you blend 3 colors to this.


Hi,

I used this little scene -


#version 3.7;

global_settings {
        assumed_gamma 1
        max_trace_level 5
        noise_generator 2
}

#include "stdinc.inc"

background {color rgb 1}

camera {
 orthographic
 location -z
 right image_width*x
 up image_height*y
 look_at 0
}

#declare p_original =
function {
 pigment {
                image_map {jpeg "glasses" gamma 2.2}
         translate -0.5
         scale <image_width,image_height,1>
        }
}

#declare p_o_x = function {p_original (x,y,z).x}
#declare p_o_y = function {p_original (x,y,z).y}
#declare p_o_z = function {p_original (x,y,z).z}

#declare p_modify1 =
pigment {
        average
        pigment_map {
                [1      function {p_o_x (x,y,z)}
                        pigment_map {
                                #for (i, 0, 255)
                                        [i/255  bumps
                                                scale 2 // 1/input_wide_res
                                                scale 0.8
                                                rotate <0,0,20>
                                                color_map {
                                                        [0.2+0.6*(1-pow
(i/255,1/3))    srgbt <0,0,0,0.1>]
                                                        [0.2+0.6*(1-pow
(i/255,1/3))    srgbt <3,0,0,0.9>]
                                                }
                                        ]
                                #end
                        }
                ]
                [1      function {p_o_y (x,y,z)}
                        pigment_map {
                                #for (i, 0, 255)
                                        [i/255  bumps
                                                scale 2 // 1/input_wide_res
                                                scale 0.8
                                                rotate <0,0,20>
                                                color_map {
                                                        [0.2+0.6*(1-pow
(i/255,1/3))    srgbt <0,0,0,0.1>]
                                                        [0.2+0.6*(1-pow
(i/255,1/3))    srgbt <0,3,0,0.9>]
                                                }
                                        ]
                                #end
                        }
                ]
                [1      function {p_o_z (x,y,z)}
                        pigment_map {
                                #for (i, 0, 255)
                                        [i/255  bumps
                                                scale 2 // 1/input_wide_res
                                                scale 0.8
                                                rotate <0,0,20>
                                                color_map {
                                                        [0.2+0.6*(1-pow
(i/255,1/3))    srgbt <0,0,0,0.1>]
                                                        [0.2+0.6*(1-pow
(i/255,1/3))    srgbt <0,0,3,0.9>]
                                                }
                                        ]
                                #end
                        }
                ]
        }
}

plane {
 z, 10
 pigment {p_modify1}
 finish {emission 1}
}

Norbert


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From: Kenneth
Subject: Re: pattern blend
Date: 4 Mar 2018 18:15:02
Message: <web.5a9c7d6c8351d7b0a47873e10@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 04/03/2018 14:51, Kenneth wrote:
> > BTW, re: the discussion there of 'bending the slopes of height_fields': It can
> > be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
> > by purposely changing the gamma of the image that's used to make the HF
>
> I'll put the kettle on for a pot of tea. While I await clipka's reply. ;-)
>

I didn't mean to 'abuse the gamma', honest, cross my heart... but one thing led
to another, and uh... the Devil made me do it...   :-P


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From: Thomas de Groot
Subject: Re: pattern blend
Date: 5 Mar 2018 02:40:09
Message: <5a9cf459$1@news.povray.org>
On 4-3-2018 15:51, Kenneth wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> 
>>>>
>>>> It is a bit like your airbrush.
>>>>
>>>> --
>>>> Thomas
>>>
>>> I'd like to see.
>>>
>>
>>
http://news.povray.org/povray.binaries.images/thread/%3C48295282%40news.povray.org%3E/
>>
> 
> I had forgotten that! :-O  Thanks for the reminder.

:-)

> 
> BTW, re: the discussion there of 'bending the slopes of height_fields': It can
> be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
> by purposely changing the gamma of the image that's used to make the HF. That
> effectively changes the otherwise 'linear' slope of HF contours to more of a
> curve. For example, HF mountains made this way look more natural to my eye--
> like the mountain's slopes have naturally eroded. (There's also a HF difference
> between images SAVED at different gamma values, for the same reason-- 1.0 being
> a linear slope, 2.2 being more of a curve.)
> 

Indeed. That is something I never really used purposefully but which you 
do well to remind me of. Thanks!

I shall make a small test scene. A way for me to remember stuff.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: pattern blend
Date: 5 Mar 2018 02:44:40
Message: <5a9cf568$1@news.povray.org>
On 4-3-2018 18:12, Norbert Kern wrote:
> #declare p_o_x = function {p_original (x,y,z).x}
> #declare p_o_y = function {p_original (x,y,z).y}
> #declare p_o_z = function {p_original (x,y,z).z}
> 

I had thought to use:

#declare p_o_R = function {p_original (x,y,z).red}
#declare p_o_G = function {p_original (x,y,z).green}
#declare p_o_B = function {p_original (x,y,z).blue}

But that should yield the same thing I guess. I was going to code that...

-- 
Thomas


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From: Stephen
Subject: Re: pattern blend
Date: 5 Mar 2018 03:26:41
Message: <5a9cff41$1@news.povray.org>
On 04/03/2018 23:13, Kenneth wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 04/03/2018 14:51, Kenneth wrote:
>>> BTW, re: the discussion there of 'bending the slopes of height_fields': It can
>>> be done in an alternate way now, using POV-Ray's 'blend gamma' feature-- i.e.,
>>> by purposely changing the gamma of the image that's used to make the HF
>>
>> I'll put the kettle on for a pot of tea. While I await clipka's reply. ;-)
>>
> 
> I didn't mean to 'abuse the gamma', honest, cross my heart... but one thing led
> to another, and uh... the Devil made me do it...   :-P
> 
> 
> 

Yes the devil finds work... ;-)

-- 

Regards
     Stephen


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