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Just a nice function to play with, vary the floats A-L.
---%<------%<---
#version 3.5;
global_settings {assumed_gamma 1.0}
camera {location <0,0,-25> look_at 0}
#declare A =1;
#declare B =1;
#declare C =1;
#declare D =1;
#declare E =1;
#declare F =1;
#declare I =1;
#declare J =1;
#declare K =1;
#declare L =1;
plane {
-z, 0
pigment {
function {E*sin(A*sin(I*x) + B*cos(J*y))
+ F*cos(C*cos(K*x) + D*sin(L*y))}
//sine_wave
}
finish {ambient 1}
}
---%<------%<---
Found the function here:
http://glinda.lrsm.upenn.edu/~weeks/ideas/tplot.html
There is more interesting stuff on the site, for example:
http://glinda.lrsm.upenn.edu/~weeks/lcca1.html
Would it be possible to make a POV-Ray pattern like that?
And this as an inspiration for Ron:
http://glinda.lrsm.upenn.edu/~weeks/software/quasic.html
Ingo
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That's very handy. How would you add some color to that?
D.
"ingo" <ing### [at] homenl> wrote in message
news:Xns### [at] povrayorg...
> Just a nice function to play with, vary the floats A-L.
>
> ---%<------%<---
> #version 3.5;
> global_settings {assumed_gamma 1.0}
> camera {location <0,0,-25> look_at 0}
>
> #declare A =1;
> #declare B =1;
> #declare C =1;
> #declare D =1;
> #declare E =1;
> #declare F =1;
>
> #declare I =1;
> #declare J =1;
> #declare K =1;
> #declare L =1;
>
> plane {
> -z, 0
> pigment {
> function {E*sin(A*sin(I*x) + B*cos(J*y))
> + F*cos(C*cos(K*x) + D*sin(L*y))}
> //sine_wave
> }
> finish {ambient 1}
> }
> ---%<------%<---
>
> Found the function here:
> http://glinda.lrsm.upenn.edu/~weeks/ideas/tplot.html
>
> There is more interesting stuff on the site, for example:
> http://glinda.lrsm.upenn.edu/~weeks/lcca1.html
> Would it be possible to make a POV-Ray pattern like that?
>
> And this as an inspiration for Ron:
> http://glinda.lrsm.upenn.edu/~weeks/software/quasic.html
>
> Ingo
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in news:3cf01d6a$1@news.povray.org Dennis Miller wrote:
> That's very handy. How would you add some color to that?
> D.
>> pigment {
>> function {E*sin(A*sin(I*x) + B*cos(J*y))
>> + F*cos(C*cos(K*x) + D*sin(L*y))}
color_map {
[0, rgb <1,0,1>]
[0.5, rgb <0,1,0>]
[1, rgb <0,0,1>]
}
>> //sine_wave
>> }
Ingo
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Thanks very nice (that was easy!). Now for a harder question - is there any
way to change a 2D function such as this into a 3D function? I got some very
nice images by animating the function (changing float values over time), but
I would really like to add a third dimension to the scene; would you have
any suggestions on that?
Thanks again for your help. I'll post a few of my favorites to pbi shortly..
D.
"ingo" <ing### [at] homenl> wrote in message
news:Xns### [at] povrayorg...
> in news:3cf01d6a$1@news.povray.org Dennis Miller wrote:
>
> > That's very handy. How would you add some color to that?
> > D.
>
> >> pigment {
> >> function {E*sin(A*sin(I*x) + B*cos(J*y))
> >> + F*cos(C*cos(K*x) + D*sin(L*y))}
>
> color_map {
> [0, rgb <1,0,1>]
> [0.5, rgb <0,1,0>]
> [1, rgb <0,0,1>]
> }
>
> >> //sine_wave
> >> }
>
> Ingo
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> Thanks very nice (that was easy!). Now for a harder question - is there
any
> way to change a 2D function such as this into a 3D function?
This will probably do something like that:
function {
J*sin(A*sin(M*x) + B*cos(N*y) - C*sin(O*z))
+ K*cos(D*cos(P*x) + E*sin(Q*y) - F*cos(R*z))
- L*sin(-G*sin(S*x) - H*cos(T*y) + I*sin(U*z))
}
But I sorta made it up as I went along. Variables are from A to U. This
really might not create as interesting patterns as the 2D one does, because
it's not as symmetrical of a function.
- Slime
[ http://www.slimeland.com/ ]
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Thanks. I tried that and it looks interesting, but I am trying to "extrude"
the pattern on the surface of the plane into the -z axis. In other words, I
would like the pattern to rise out of the plane into z space (i.e., into the
viewer's face) during an animation (make sense?) Which of the parameters
would expect to do that, or does this make no sense?
d.
"Slime" <slm### [at] slimelandcom> wrote in message
news:3cf139e5$1@news.povray.org...
> > Thanks very nice (that was easy!). Now for a harder question - is there
> any
> > way to change a 2D function such as this into a 3D function?
>
> This will probably do something like that:
>
> function {
> J*sin(A*sin(M*x) + B*cos(N*y) - C*sin(O*z))
> + K*cos(D*cos(P*x) + E*sin(Q*y) - F*cos(R*z))
> - L*sin(-G*sin(S*x) - H*cos(T*y) + I*sin(U*z))
> }
>
> But I sorta made it up as I went along. Variables are from A to U. This
> really might not create as interesting patterns as the 2D one does,
because
> it's not as symmetrical of a function.
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
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"Dennis Miller" <dhm### [at] attbicom> wrote in message
news:3cf13fd8$1@news.povray.org...
> Thanks. I tried that and it looks interesting, but I am trying to
"extrude"
> the pattern on the surface of the plane into the -z axis. In other words,
I
> would like the pattern to rise out of the plane into z space (i.e., into
the
> viewer's face) during an animation (make sense?) Which of the parameters
> would expect to do that, or does this make no sense?
What about a heightfield?
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Please see pbi for the code and the current version of the image. I would
love to know if you have any suggestions.
Thanks,
D.
message news:3cf14fcc@news.povray.org...
> "Dennis Miller" <dhm### [at] attbicom> wrote in message
> news:3cf13fd8$1@news.povray.org...
> > Thanks. I tried that and it looks interesting, but I am trying to
> "extrude"
> > the pattern on the surface of the plane into the -z axis. In other
words,
> I
> > would like the pattern to rise out of the plane into z space (i.e., into
> the
> > viewer's face) during an animation (make sense?) Which of the parameters
> > would expect to do that, or does this make no sense?
>
> What about a heightfield?
>
>
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Hi Ingo,
ingo wrote:
>
> There is more interesting stuff on the site, for example:
> http://glinda.lrsm.upenn.edu/~weeks/lcca1.html
> Would it be possible to make a POV-Ray pattern like that?
>
> Ingo
Well, this one is easy :-)
// -- start --
#include "functions.inc"
global_settings { assumed_gamma 1.0 max_trace_level 5 }
background { color rgb 0.6*<4/7,5.5/7,1>^4 }
#declare camPos = <0.2, 7.5, -17.5>*15;
#declare camLookAt = <0,0,0>;
#declare camAngle = 30;
camera {
up <0, 1, 0>
right x*image_width/image_height
location camPos
look_at camLookAt
angle camAngle
}
#declare fn_Rad = function { pigment { radial colour_map{[0 rgb 0][1 rgb
1]}} }
#declare fn_Cusp = function {
fn_Rad(f_snoise3d(x/4,0,z/4),0,f_snoise3d(x/4,100,z/4)).x }
plane {
y, 0
pigment { function { fn_Cusp(x,y,z) }
colour_map {[0 rgb x][1/3 rgb y][2/3 rgb z][1 rgb x]}
}
finish { ambient 1 diffuse 0 }
rotate -90*x
scale 5
}
// -- end --
Bye for now,
Mike Andrews.
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That's really sharp. I am trying to turn that into a function for an
isosurface but am having some trouble. Might you assist?
Dennis
"Michael Andrews" <m.c### [at] readingacuk> wrote in message
news:3CF23169.FF4E9361@reading.ac.uk...
> Hi Ingo,
>
> ingo wrote:
> >
> > There is more interesting stuff on the site, for example:
> > http://glinda.lrsm.upenn.edu/~weeks/lcca1.html
> > Would it be possible to make a POV-Ray pattern like that?
> >
> > Ingo
>
> Well, this one is easy :-)
>
> // -- start --
> #include "functions.inc"
>
> global_settings { assumed_gamma 1.0 max_trace_level 5 }
>
> background { color rgb 0.6*<4/7,5.5/7,1>^4 }
>
> #declare camPos = <0.2, 7.5, -17.5>*15;
> #declare camLookAt = <0,0,0>;
> #declare camAngle = 30;
>
> camera {
> up <0, 1, 0>
> right x*image_width/image_height
> location camPos
> look_at camLookAt
> angle camAngle
> }
>
> #declare fn_Rad = function { pigment { radial colour_map{[0 rgb 0][1 rgb
> 1]}} }
> #declare fn_Cusp = function {
> fn_Rad(f_snoise3d(x/4,0,z/4),0,f_snoise3d(x/4,100,z/4)).x }
>
> plane {
> y, 0
> pigment { function { fn_Cusp(x,y,z) }
> colour_map {[0 rgb x][1/3 rgb y][2/3 rgb z][1 rgb x]}
> }
> finish { ambient 1 diffuse 0 }
> rotate -90*x
> scale 5
> }
> // -- end --
>
> Bye for now,
> Mike Andrews.
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