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17 Oct 2026 02:54:34 EDT (-0400)
  Morphing... (Message 1 to 25 of 25)  
From: Martin T  Thoma
Subject: Morphing...
Date: 28 Nov 1999 14:10:06
Message: <38417DC3.34D9@radiok2r.de>
Hi !

Okay, antoher question for special-effects: Are there any Morphing-tools
available ?

Regards

Martin


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From: Ken
Subject: Re: Morphing...
Date: 28 Nov 1999 14:14:47
Message: <38417EB3.FE888700@pacbell.net>
"Martin T. Thoma" wrote:

> Okay, antoher question for special-effects: Are there any Morphing-tools
> available ?

There are none that I am aware of. Chris Colefax has this on his list of
possible future include file projects but he has released nothing to the
public that I am aware of. There are of course many 3rd party morphing
programs you could try using for a final image using post processing.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Peter Popov
Subject: Re: Morphing...
Date: 28 Nov 1999 15:02:32
Message: <K4pBOAld60TsCAfVOyjsWOuG=3s9@4ax.com>
On Sun, 28 Nov 1999 20:08:51 +0100, "Martin T. Thoma"
<mar### [at] radiok2rde> wrote:

>Hi !
>
>Okay, antoher question for special-effects: Are there any Morphing-tools
>available ?
>
>Regards
>
>Martin

Do you need to morph a 3D object into another one or a 2D imahe into
another one?


Peter Popov
pet### [at] usanet
ICQ: 15002700


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From: Karl Pelzer
Subject: Re: Morphing...
Date: 28 Nov 1999 15:36:59
Message: <3841A0F5.AC8390CC@t-online.de>
Ken wrote:
> 
> "Martin T. Thoma" wrote:
> 
> > Okay, antoher question for special-effects: Are there any Morphing-tools
> > available ?
> 
> There are none that I am aware of. Chris Colefax has this on his list of
> possible future include file projects but he has released nothing to the
> public that I am aware of. There are of course many 3rd party morphing
> programs you could try using for a final image using post processing.
> 
> --
> Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/

Chris Colefax is the key! I'm not sure which of his macros and includes
does morphing, but I've seen in one of their accompanying examples a
sphere morphing into a torus. I did some texture morphing with the
Clockmod macro.

Karl


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From: Ken
Subject: Re: Morphing...
Date: 28 Nov 1999 16:07:52
Message: <38419931.B5E7C198@pacbell.net>
Karl Pelzer wrote:
> 
> Ken wrote:
> >
> > "Martin T. Thoma" wrote:
> >
> > > Okay, antoher question for special-effects: Are there any Morphing-tools
> > > available ?
> >
> > There are none that I am aware of. Chris Colefax has this on his list of
> > possible future include file projects but he has released nothing to the
> > public that I am aware of. There are of course many 3rd party morphing
> > programs you could try using for a final image using post processing.

 
> Chris Colefax is the key! I'm not sure which of his macros and includes
> does morphing, but I've seen in one of their accompanying examples a
> sphere morphing into a torus. I did some texture morphing with the
> Clockmod macro.
> 
> Karl

Chris usualy is the key where such things as these are concerned :)

It is part of the compressed mesh macro include file but is limited to
triangle based object only i.e. it will not work on any of POV-Ray's
standard primitives other than a triangle mesh that has been properly
processed.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Martin T  Thoma
Subject: Re: Morphing...
Date: 28 Nov 1999 16:54:22
Message: <3841A447.58FF@radiok2r.de>
> Chris Colefax is the key! I'm not sure which of his macros and includes
> does morphing, but I've seen in one of their accompanying examples a
> sphere morphing into a torus. I did some texture morphing with the
> Clockmod macro.

Hi !

Thanx for your answer. Since I'm a newbee, could you tell me where to
find the stuff of Chris Colefax ;-) Thanx again !

Regards

Martin


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From: Ken
Subject: Re: Morphing...
Date: 28 Nov 1999 17:00:44
Message: <3841A58F.36369894@pacbell.net>
"Martin T. Thoma" wrote:

> Hi !
> 
> Thanx for your answer. Since I'm a newbee, could you tell me where to
> find the stuff of Chris Colefax ;-) Thanx again !
> 
> Regards
> 
> Martin

 As a newbie you need to learn how to use the links pages I maintain on
my own site and at povray.org :)

Just in case you are not in the mood to see the premier collection of POV-Ray
related resouces ever gathered together in one online links collection I will
give you the address that you requested -

http://www.geocities.com/SiliconValley/Lakes/1434/

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Alan Kong
Subject: Re: Morphing...
Date: 28 Nov 1999 20:28:04
Message: <tbl34sgicdfsl9crugt9dcu3jkav7fuvom@4ax.com>
On Sun, 28 Nov 1999 11:12:51 -0800, Ken <tyl### [at] pacbellnet> wrote:

>There are of course many 3rd party morphing
>programs you could try using for a final image using post processing.

  Ken, have you ever played with Dave Mason's DMorph? Oh, by the way,
it's a program <bg><LOL>. Works under MS-DOS.

  It works as post processing for two similar or dissimilar images. The
user places the common mesh points on the two images, which are
displayed side by side in DMorph. I wish I still had a copy from
CompuServe but maybe you or Dave has a copy. It was a lot of fun to use.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: Ken
Subject: Re: Morphing...
Date: 28 Nov 1999 20:55:15
Message: <3841DC86.7E37F174@pacbell.net>
Alan Kong wrote:
> 
> On Sun, 28 Nov 1999 11:12:51 -0800, Ken <tyl### [at] pacbellnet> wrote:
> 
> >There are of course many 3rd party morphing
> >programs you could try using for a final image using post processing.
> 
>   Ken, have you ever played with Dave Mason's DMorph? Oh, by the way,
> it's a program <bg><LOL>. Works under MS-DOS.
> 
>   It works as post processing for two similar or dissimilar images. The
> user places the common mesh points on the two images, which are
> displayed side by side in DMorph. I wish I still had a copy from
> CompuServe but maybe you or Dave has a copy. It was a lot of fun to use.

   I did try it a couple of times in the past but never got very far with
it. When I finally got around to buying a CD player I got a morph program
surprisingly enough called Morph for $3 at a shareware store and it runs
under Windows, can do stills or movies, and is much easier to use. I have
morphed a couple of my Pov scenes into AVI animations with it, and my talent
with that software, poor as it is, achieved some rather amazing results.

I may very well have a copy of DMorph around here somewhere if you really
want to play with it but there are other morphing program on the shareware
sites now that make it look rather primitive.

Ooops - Yahoo to the rescue - DMorph

http://ring.asahi-net.or.jp/archives/pack/win31/art/anime/

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Peter Popov
Subject: Re: Morphing...
Date: 29 Nov 1999 00:28:45
Message: <eA5COPXmb4GAxbSaq0dAxrr=7Rvi@4ax.com>
On Sun, 28 Nov 1999 17:28:51 -0800, Alan Kong
<ako### [at] povrayNO-SPAMorg> wrote:

>On Sun, 28 Nov 1999 11:12:51 -0800, Ken <tyl### [at] pacbellnet> wrote:
>
>>There are of course many 3rd party morphing
>>programs you could try using for a final image using post processing.
>
>  Ken, have you ever played with Dave Mason's DMorph? Oh, by the way,
>it's a program <bg><LOL>. Works under MS-DOS.
>
>  It works as post processing for two similar or dissimilar images. The
>user places the common mesh points on the two images, which are
>displayed side by side in DMorph. I wish I still had a copy from
>CompuServe but maybe you or Dave has a copy. It was a lot of fun to use.

I had succeffully done this with POV but lost the include a couple of
weeks ago when my sources died. If there's interest I can try to redo
it from scratch. I think using splines (like in Elastic Reality) would
be a better idea, but then again, a points mesh works fine in simple
cases.


Peter Popov
pet### [at] usanet
ICQ: 15002700


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From: Alan Kong
Subject: Re: Morphing...
Date: 29 Nov 1999 05:06:26
Message: <pjj44scqefbejl2apuqovtadh6699gnu6v@4ax.com>
On Sun, 28 Nov 1999 17:53:10 -0800, Ken <tyl### [at] pacbellnet> wrote:

re: DMorph
>http://ring.asahi-net.or.jp/archives/pack/win31/art/anime/

  Thanks, Ken.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: Alan Kong
Subject: Re: Morphing...
Date: 29 Nov 1999 05:06:27
Message: <blj44s86mvk0gsf1pt9a4h94kuajieh5u4@4ax.com>
On Mon, 29 Nov 1999 07:28:23 +0200, Peter Popov <pet### [at] usanet>
wrote:

>I had succeffully done this with POV but lost the include a couple of
>weeks ago when my sources died. If there's interest I can try to redo
>it from scratch.

  Thanks, Peter. No, don't trouble yourself as I just want to try DMorph
out again on things like photos of people, buildings, cars, and things
that I've downloaded, just for fun.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: Nieminen Juha
Subject: Re: Morphing...
Date: 29 Nov 1999 10:28:41
Message: <38429ba9@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote:
: It is part of the compressed mesh macro include file but is limited to
: triangle based object only i.e. it will not work on any of POV-Ray's
: standard primitives other than a triangle mesh that has been properly
: processed.

  It works with bicubic patches too.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Nieminen Juha
Subject: Re: Morphing...
Date: 29 Nov 1999 11:52:23
Message: <3842af47@news.povray.org>
Morphing should be theoretically possible with povray 3.1 (altough it may
be easier with uvpov).
  The idea behind morphing is that you specify a (2D) triangle mesh in the
first image and an equivalent mesh (same number of triangles at same relative
locations) in the other image and them interpolate between the meshes. The
triangles have the UV-textures defined by the images and these textures are
interpolated too.
  It shouldn't be difficult to set up a tool (include file?) for doing this
with povray. It's like the triangle mesh morphing plus uv-mapping with
the textures interpolated.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Margus Ramst
Subject: Re: Morphing...
Date: 29 Nov 1999 11:55:17
Message: <3842B082.39A0C8E2@peak.edu.ee>
Ken wrote:
> 
> 
> Chris usualy is the key where such things as these are concerned :)
> 
> It is part of the compressed mesh macro include file but is limited to
> triangle based object only i.e. it will not work on any of POV-Ray's
> standard primitives other than a triangle mesh that has been properly
> processed.
> 

Well, for standard primitives I'm afraid even Chris isn't the key.

Margus


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From: Matt Giwer
Subject: Re: Morphing...
Date: 29 Nov 1999 16:38:15
Message: <3842F24F.6E1C7BF9@giwersworld.org>
> Hi !

> Okay, antoher question for special-effects: Are there any Morphing-tools
> available ?

	It will be interesting to 1) see one and 2) actually try to use
it. A 3D association of points as to which points morph into
which? 2D is "interesting" enough with graphic assistance. 

	But if you just want to show off, topologists have
transformations mapped.

-- 
http://www.giwersworld.org/artiii/

Oh my God! They've rendered Kenny!

How to profit from the end of civilization as know it available 
here soon.


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From: Matt Giwer
Subject: Re: Morphing...
Date: 29 Nov 1999 16:40:07
Message: <3842F2C2.3629A038@giwersworld.org>
Margus Ramst wrote:

> Well, for standard primitives I'm afraid even Chris isn't the key.

	The old morphing a cube into a sphere trick. 

-- 
http://www.giwersworld.org/artiii/

Oh my God! They've rendered Kenny!

How to profit from the end of civilization as know it available 
here soon.


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From: Peter Popov
Subject: Re: Morphing...
Date: 29 Nov 1999 17:42:23
Message: <hwBDOLxBbpUa8iAV=RB32ObNcqGz@4ax.com>
On 29 Nov 1999 11:52:23 -0500, Nieminen Juha
<war### [at] punarastascstutfi> wrote:

>  Morphing should be theoretically possible with povray 3.1 (altough it may
>be easier with uvpov).
>  The idea behind morphing is that you specify a (2D) triangle mesh in the
>first image and an equivalent mesh (same number of triangles at same relative
>locations) in the other image and them interpolate between the meshes. The
>triangles have the UV-textures defined by the images and these textures are
>interpolated too.
>  It shouldn't be difficult to set up a tool (include file?) for doing this
>with povray. It's like the triangle mesh morphing plus uv-mapping with
>the textures interpolated.

That's exactly what I had done (thanks to the UV mapping macro) but
it's all gone now. Anyway, I abandoned the problem because I ran into
a great problem with adaptive mesh subdivision (more precisely, POV's
arrays being static). Without it, great deformations were a pain,
especially near the image edges, and parsing was slow enough with a
20000 triangles mesh, so I gave up on non-adaptive subdivision. It
doesn't matter anymore either way.


Peter Popov
pet### [at] usanet
ICQ: 15002700


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From: Gilles Tran
Subject: Re: Morphing...
Date: 30 Nov 1999 05:32:17
Message: <3843A7CF.A0E9EDE4@inapg.inra.fr>
To morph primitives you can use isosurfaces with something like this :
P = P1*(1-clock) + clock*P2
where P1 and P2 are the respective equations of the start and end
shapes.
Just an idea, but it worked to make and column having a round base
morphing smoothly to a square top (with y instead of clock).
Of course this does not solve the problem of morphing CSG compounds or
meshes.

G.

Matt Giwer wrote:

> Margus Ramst wrote:
>
> > Well, for standard primitives I'm afraid even Chris isn't the key.
>
>         The old morphing a cube into a sphere trick.
>
> --
> http://www.giwersworld.org/artiii/
>
> Oh my God! They've rendered Kenny!
>
> How to profit from the end of civilization as know it available
> here soon.


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From: Margus Ramst
Subject: Re: Morphing...
Date: 30 Nov 1999 07:34:01
Message: <3843C438.887E24AA@peak.edu.ee>
Morphing meshes is relatively easy (I stress _relatively_ here),
especially if the number of vertices is the same / similar.

Margus

Gilles Tran wrote:
> 
> Of course this does not solve the problem of morphing CSG compounds or
> meshes.
>


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From: Margus Ramst
Subject: Re: Morphing...
Date: 30 Nov 1999 07:41:48
Message: <3843C607.F84DAD55@peak.edu.ee>
Nieminen Juha wrote:
> 
>   Morphing should be theoretically possible with povray 3.1 (altough it may
> be easier with uvpov).

But it really isn't practical in script/macro form. It would be too
slow, especially because you rarely have meshes with the same number of
vertices and faces. I think POV script is just too clumsy and slow to do
testellation (even non-adaptive) in an effective manner. It may cope OK
with a few thousand vertices, but an average mesh is ten times that.

Margus


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From: Gilles Tran
Subject: Re: Morphing...
Date: 30 Nov 1999 07:50:18
Message: <3843C829.4A14E30@inapg.inra.fr>
Margus Ramst wrote:

> But it really isn't practical in script/macro form. It would be too
> slow, especially because you rarely have meshes with the same number of
> vertices and faces. I think POV script is just too clumsy and slow to do
> testellation (even non-adaptive) in an effective manner. It may cope OK
> with a few thousand vertices, but an average mesh is ten times that.
>
> Margus

There's something I've still have to try which is morphing between two Poser
meshes, for instance two meshes of the same character but with different poses.
The number of triangles would be slightly different but I guess they would be
more or less at the same "place" (foot, head etc.). Even if it wouldn't be a real
smooth morph, the effect of having little triangles flying around and  taking
shape could be cool.
G.


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From: Bill DeWitt
Subject: Re: Morphing...
Date: 30 Nov 1999 07:53:45
Message: <3843c8d9@news.povray.org>
I was just thinking that an unusual type of morphing would be just moving
the csg primitives to their new location so as to turn one object into
another. Say your computer into a refrigerator...

Disk drive button turns into the handle, small cylinders that rounded the
corners a little grow into larger ones. Scale changes, texture changes,
mousepad turns into a tile floor...

In some changes it might be more TransFormer(tm) than Morph, but that might
be cool.

Not that I have the time or patience to do that...


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From: TonyB
Subject: Re: Morphing...
Date: 30 Nov 1999 11:48:12
Message: <3843ffcc@news.povray.org>
>Just an idea, but it worked to make and column having a round base
>morphing smoothly to a square top (with y instead of clock).


Ooohh, I've been looking for a way to do this. Could you please write the
entire formula for doing this? TIA


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From: Jerome M  BERGER
Subject: Re: Morphing...
Date: 30 Nov 1999 13:20:12
Message: <38441533.1930ED12@enst.fr>
TonyB wrote:
> 
> >Just an idea, but it worked to make and column having a round base
> >morphing smoothly to a square top (with y instead of clock).
> 
> Ooohh, I've been looking for a way to do this. Could you please write the
> entire formula for doing this? TIA

	My solution:
y*(x^2+z^2-1)+(1-y)*(max(abs(x), abs(z))-1) threshold 0

	Gilles':
(abs(x)+abs(z))*(1-y)+(x^2+z^2)*y threshold 1

	(From the french ng where this question appeared a few weeks ago)
		Jerome

-- 
*******************************
* Always listen to experts,   * Jérôme M. BERGER
* they'll tell you what can't * mailto:ber### [at] inamecom
* be done and why...          * http://www.enst.fr/~jberger
* Then do it.                 *
*******************************


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