POV-Ray : Newsgroups : povray.binaries.images : A rocky surface Server Time
29 Mar 2024 06:36:10 EDT (-0400)
  A rocky surface (Message 11 to 12 of 12)  
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From: Samuel B 
Subject: Re: A rocky surface
Date: 23 Nov 2021 20:20:00
Message: <web.619d9282b5460525cb705ca46e741498@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote:
> "Samuel B." <stb### [at] hotmailcom> wrote:
> (...)
> > The height field's map was generated using a cellular automaton in GLSL.
> (...)
>
> oh, you already deal with GLSL...

Yeah, I started getting into it back when Winamp and Milkdrop had already gained
a bit of steam. It was kind of mind blowing to discover full-screen cellular
automata was possible.

Sam


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From: Samuel B 
Subject: Re: A rocky surface
Date: 23 Nov 2021 20:35:00
Message: <web.619d961fb5460525cb705ca46e741498@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "nemesis" <nam### [at] gmailcom> wrote:
> > I think you povray folks would like something like this:
> >
> > https://twitter.com/zozuar/status/1461524656532471811
>
> That is some CRAZY stuff right there...  :O
> Converting that to an isosurface is likely entirely possible, and would give me
> a huge headache.

Technically, what you're seeing in that video /is/ an isosurface, so the same
thing can made in POV-Ray as well.

I did manage to make a kaleidoscopic iterated function systems (KIFS) in POV-Ray
a while back, but never managed to get the symmetries for the Menger sponge
working correctly (it was doubled along one axis, iirc). I think my Menger
sponge failed due to how I was repeating the signed distance function (sdf)... I
was probably comibing functions and patters, and using warp{repeat x flip x} or
something, instead of using pure functions and only using abs() for mirroring.

> > oh, you already deal with GLSL...
>
> Yes - Sam is responsible in large part for turning me on to the magic of
> ShaderToy.  Super fun and educational.  :)

Oh, that's great :) Shaders are wonderful things... you aren't bound by the
usual constraints. You create images using of pure math, even to the point of
making your own 3d renderers from scratch. You can make ray marchers
(isosurfaces from SDFs), raytracers, voxel tracers... But shaders are also
limited in ways other environments aren't. For instance, in POV-Ray you can
write a loop to display millions of objects and have it render in less than a
minute. Doing the exactly same thing in shaders is likely to crash the context
(or maybe even the operating system) you are running it in. Different tools for
different things :D

Sam


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