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26 Apr 2024 19:23:07 EDT (-0400)
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From: Thomas de Groot
Subject: Re: Crackle - are we bored yet?
Date: 29 Nov 2022 02:18:22
Message: <6385b23e$1@news.povray.org>
Op 28/11/2022 om 17:19 schreef jr:
> hi,
> 
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> ...
>> [sound of drumming fingers on table surface]
>> I am waiting... :-)
> 
> </grin>  me too.  the (elegant) maths stuff is way beyond me, but the first
> "warts" image is amazing, out of 2D make 3.  "magic".  :-)
>


Indeed, yes. Applications suggest themselves but... the magicians need 
to do their thing and all kind of noisome smells, weird sounds, and 
flickering lights are recorded from the Forbidden Grove in Moonless 
nights. ;-)

-- 
Thomas


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From: Bald Eagle
Subject: Re: Crackle - are we bored yet?
Date: 29 Nov 2022 20:45:00
Message: <web.6386b54d7dc652cc1f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 28/11/2022 om 17:19 schreef jr:
> > hi,
> >
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> >> ...
> >> [sound of drumming fingers on table surface]
> >> I am waiting... :-)
> >
> > </grin>  me too.  the (elegant) maths stuff is way beyond me, but the first
> > "warts" image is amazing, out of 2D make 3.  "magic".  :-)
> >
>
>
> Indeed, yes. Applications suggest themselves but... the magicians need
> to do their thing and all kind of noisome smells, weird sounds, and
> flickering lights are recorded from the Forbidden Grove in Moonless
> nights. ;-)
>
> --
> Thomas

I have it worked out conceptually, and now need to refactor my development scene
and do some actual math if it's going to be a real pigment {function {} } kinda
thing.

A variation on that would be a refinement of Bill P's excellent solution to this
problem - something along the lines of this:
https://math.stackexchange.com/questions/727000/equation-of-intersection-of-two-cones
Unless I brainstorm a simpler way.

A "render it to make an image file that can be tiled infinitely" would be
forthcoming WAY sooner.  Maybe.

I have food and garden produce processing projects pending, am finalizing the
restoration of an heirloom 110 year old table, it's the Seasonal rush at work
--- and we just had someone killed in their forklift, so that has made things -
more complicated than usual.
https://www.youtube.com/watch?v=D3DvFkUOOZQ

Also I haven't coded a scene this complex in a while, I have misplaced the Dried
Frog Pills, and I need to transcend the fact that - I'm an imbecile.   ;)

But I'm getting ideas as I type, so as usual, the situation is - fluid.



All the best to everyone, their families and friends, as 2022 comes to a close,
and the imminent arrival of The Global Circus of 2023 draws near.


- BE


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From: Thomas de Groot
Subject: Re: Crackle - are we bored yet?
Date: 30 Nov 2022 02:44:48
Message: <638709f0$1@news.povray.org>
Op 30/11/2022 om 02:43 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Op 28/11/2022 om 17:19 schreef jr:
>>> hi,
>>>
>>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>>> ...
>>>> [sound of drumming fingers on table surface]
>>>> I am waiting... :-)
>>>
>>> </grin>  me too.  the (elegant) maths stuff is way beyond me, but the first
>>> "warts" image is amazing, out of 2D make 3.  "magic".  :-)
>>>
>>
>>
>> Indeed, yes. Applications suggest themselves but... the magicians need
>> to do their thing and all kind of noisome smells, weird sounds, and
>> flickering lights are recorded from the Forbidden Grove in Moonless
>> nights. ;-)
>>
>> --
>> Thomas
> 
> I have it worked out conceptually, and now need to refactor my development scene
> and do some actual math if it's going to be a real pigment {function {} } kinda
> thing.
> 
> A variation on that would be a refinement of Bill P's excellent solution to this
> problem - something along the lines of this:
>
https://math.stackexchange.com/questions/727000/equation-of-intersection-of-two-cones
> Unless I brainstorm a simpler way.
> 
> A "render it to make an image file that can be tiled infinitely" would be
> forthcoming WAY sooner.  Maybe.
> 
> I have food and garden produce processing projects pending, am finalizing the
> restoration of an heirloom 110 year old table, it's the Seasonal rush at work
> --- and we just had someone killed in their forklift, so that has made things -
> more complicated than usual.
> https://www.youtube.com/watch?v=D3DvFkUOOZQ
> 
> Also I haven't coded a scene this complex in a while, I have misplaced the Dried
> Frog Pills, and I need to transcend the fact that - I'm an imbecile.   ;)
> 
> But I'm getting ideas as I type, so as usual, the situation is - fluid.
> 
> 
> 
> All the best to everyone, their families and friends, as 2022 comes to a close,
> and the imminent arrival of The Global Circus of 2023 draws near.
> 

No worry, Bill. As you know, we like to poke into the hot coals once in 
a while. Life (the Real one) has its own pace and priorities, I know all 
too well... Take care and don't get overwhelmed.

Also avoid batch 22-0004-b043 of your Dried Frog Pills, if you still 
have it. It has been contaminated with jitter powder from an unknown 
source. :-)

-- 
Thomas


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From: Bald Eagle
Subject: Re: Crackle - are we bored yet?
Date: 30 Nov 2022 18:30:00
Message: <web.6387e7577dc652cc1f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> No worry, Bill. As you know, we like to poke into the hot coals once in
> a while. Life (the Real one) has its own pace and priorities, I know all
> too well... Take care and don't get overwhelmed.

Here's a hot coal in yer eye...   ;)

> Also avoid batch 22-0004-b043 of your Dried Frog Pills, if you still
> have it. It has been contaminated with jitter powder from an unknown
> source. :-)

Oh.   NOW you tell me.   I thought they were fruit flies or fungus gnats, or
floaties.  Or the usual bits of dust or smudge on my monitor.

The antispasmodic quinine in my G&T's seem to help with the other jitters.  :P




I think this addresses the basic grid-based Voronoi, in an infinite tiling.

As usual, I was making it 10,000 times more difficult than it should be.

Shown is the pattern on the xz plane, with the unit square from 0 to 1 outlined
in magenta.

I'm using f_noise3d as my randomization function, but I'm not quite sure how to
get it "to be more random" using my <x,y,z> coordinates.

I'd also like to find a way to modify the output values of the Voronoi function
to give something more like crackle solid, or at least a hard outline of the
cells.

I think I can modify this so that the points are user-defined, but the pattern
still tiles.


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Attachments:
Download 'tileablevoronoitest.png' (160 KB)

Preview of image 'tileablevoronoitest.png'
tileablevoronoitest.png


 

From: Thomas de Groot
Subject: Re: Crackle - are we bored yet?
Date: 1 Dec 2022 07:48:41
Message: <6388a2a9$1@news.povray.org>
Op 1-12-2022 om 00:29 schreef Bald Eagle:
> I think this addresses the basic grid-based Voronoi, in an infinite tiling.
> 
> As usual, I was making it 10,000 times more difficult than it should be.
> 
> Shown is the pattern on the xz plane, with the unit square from 0 to 1 outlined
> in magenta.
> 
> I'm using f_noise3d as my randomization function, but I'm not quite sure how to
> get it "to be more random" using my <x,y,z> coordinates.
> 
> I'd also like to find a way to modify the output values of the Voronoi function
> to give something more like crackle solid, or at least a hard outline of the
> cells.
> 
> I think I can modify this so that the points are user-defined, but the pattern
> still tiles.
>


This looks very promising indeed. Well done!

Would it be possible to vary the /size/ of the individual cells? in a 
random way?

-- 
Thomas


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From: Bald Eagle
Subject: Re: Crackle - are we bored yet?
Date: 1 Dec 2022 13:40:00
Message: <web.6388f4487dc652cc1f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> This looks very promising indeed. Well done!
>
> Would it be possible to vary the /size/ of the individual cells? in a
> random way?

Certainly.

The size of the cells is determined by the proximity of the vertices/centers.

So rather than arranging the points in a grid with some randomness, I can just
sprinkle points into the unit square at random.  at this point, I don't think
there's a whole lot that's out of the realm of possibility.

I need to go out and run some errands, and then hopefully later I'll have some
time to modify the current scene.

I also coded up some special hocus-pocus that may allow for a true
function-based full color Voronoi pattern, and maybe even the full color crackle
solid.  I have code that runs without errors, but it doesn't do what I want -
though I suspect why and have a plan for how to investigate and debug.  It's
also remarkably slow, for some unknown reason, as I'm not daisy-chaining 100+
functions together like my initial attempts.  So, "technical difficulties" as
always.

- BE


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From: Bald Eagle
Subject: Re: Crackle - are we bored yet?
Date: 2 Dec 2022 07:20:00
Message: <web.6389ecd97dc652cc1f9dae3025979125@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:

> I also coded up some special hocus-pocus that may allow for a true
> function-based full color Voronoi pattern, and maybe even the full color crackle
> solid.  I have code that runs without errors, but it doesn't do what I want -
> though I suspect why and have a plan for how to investigate and debug.  It's
> also remarkably slow, for some unknown reason, as I'm not daisy-chaining 100+
> functions together like my initial attempts.  So, "technical difficulties" as
> always.

Got back in late-ish and I needed to clarify a few things on the color code, so
no random set yet - tonight, for sure, since it's such a fast thing to do.

But I did get a clearer picture of what I was doing, and where and how it was
going wrong.

It SLOW, and therefore I'm posting a rendering-as-we-speak screenshot.  But is
undeniably a full color solid Voronoi pattern, and it done entire in SDL and
only with functions, since the only object in the scene is

plane {y, -D texture {RGBPigment}}

I need to fix the parts that will make the coloring tile along with the pattern,
(I did this before First Coffee) but aside from that, this is proof of concept.

Now someone, maybe Thorsten, can investigate WHY this version is so slow,
whereas the grayscale version is tolerably fast.  I'm only at 50% rendered at 38
min, for a 640 x 480 image.   :(


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Attachments:
Download 'fullcolortilablevoronoi.jpg' (253 KB)

Preview of image 'fullcolortilablevoronoi.jpg'
fullcolortilablevoronoi.jpg


 

From: Thomas de Groot
Subject: Re: Crackle - are we bored yet?
Date: 2 Dec 2022 07:59:58
Message: <6389f6ce@news.povray.org>
Good progress, though!

-- 
Thomas


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From: Bill Pragnell
Subject: Re: Crackle - are we bored yet?
Date: 2 Dec 2022 13:10:00
Message: <web.638a3e927dc652ccb96893c06f35e431@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> It SLOW, and therefore I'm posting a rendering-as-we-speak screenshot.  But is
> undeniably a full color solid Voronoi pattern, and it done entire in SDL and
> only with functions, since the only object in the scene is
>
> plane {y, -D texture {RGBPigment}}

So I'm curious to know what you've done here - are you aiming for simply a
tileable version of the crackle pattern? Can this also be colored on a per-cell
basis like my object-based version, or is it just the tiling you're after?

I'd love to see the code once it's in a fit state :)

Bill


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From: kurtz le pirate
Subject: Re: Crackle - are we bored yet?
Date: 2 Dec 2022 13:33:32
Message: <638a44fc$1@news.povray.org>
On 02/12/2022 13:17, Bald Eagle wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:> ...
> plane {y, -D texture {RGBPigment}}
> ...
> 

This kind of code is a very big mystery to me :(
T-O-K also uses it a lot in his code about complex functions.


I had also played a bit with the Voroni diagrams. The statistics for the
attached image are :
----------------------------------------------------------------------------
Parser Time
  Parse Time:       0 hours  0 minutes 28 seconds (28.481 seconds)
              using 1 thread(s) with 28.477 CPU-seconds total
  Bounding Time:    0 hours  0 minutes  0 seconds (0.205 seconds)
              using 1 thread(s) with 0.205 CPU-seconds total
----------------------------------------------------------------------------
Render Time:
  Photon Time:      No photons
  Radiosity Time:   No radiosity
  Trace Time:       0 hours  0 minutes  1 seconds (1.575 seconds)
              using 6 thread(s) with 5.942 CPU-seconds total
----------------------------------------------------------------------------

... about 30" for 400x400 "points".
The method for the plot is very very basic (even silly).
I can give the SDL of corse


It's strange from you ...
Is your code recursif ?





-- 
Kurtz le pirate
Compagnie de la Banquise


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Attachments:
Download 'voro_basic.jpg' (25 KB)

Preview of image 'voro_basic.jpg'
voro_basic.jpg


 

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