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High!
I want to place objects randomly on an isosurface; as the isosurface lies
perpendicular to the y axis, I tested for directions parallel to the y axis
rather than pointing towards <0, 0, 0>.
But obviously all these rays missed - in a #warning output line, I always
get 0.00000 for the x and z components of trace(). What went wrong? Is it
in fact impossible, as the manual suggests, to safely test for
intersections other than
(Object, start_vector, -start_vector)? I even defined an auxiliary object
and translated it so that the starting point is exactly above the origin,
but this also failed...
Here are the relevant parts of the scene:
#declare Terrain_Part1_Function=
function
{
pattern
{
granite
scale 10
poly_wave 0.333
}
}
#declare Terrain_Part2_Function=
function
{
pattern
{
bozo
turbulence 2
octaves 5
}
}
#declare Terrain_Function=
function
{
y + Terrain_Part1_Function(x, 0, z)
+ Terrain_Part2_Function(x, y, z)*0.0004
}
#declare Terrain=
isosurface
{
function { Terrain_Function(x, y, z) }
contained_by
{
box { -10, 10 }
}
max_gradient 3
accuracy 0.0001
#if (!map)
texture { T_Sand }
#else
// texture { T_Physical_Map scale 2 }
#end
}
#declare r1=seed(1584);
#declare r2=seed(2953);
#declare r3=seed(5930);
#declare r4=seed(8634);
#declare Ball=
sphere
{
0, 1
}
object { Terrain }
#declare s=<4, 20, 5>;
#declare a=<4, -20, 5>;
#declare pos=trace(Terrain, s, a)+<0, 0.0017, 0>;
#if (!map)
#if (ground=1)
camera
{
location pos
look_at pos+<0, sin((-90+(clock*0.5))*(pi/180)),
sin(clock*0.5*(pi/180))>
angle 40
}
#else
camera
{
location <15, 8, -15>
look_at 0
angle 40
}
#end
#else
camera
{
orthographic
location <0, 50, 0>
look_at 0
angle 40
}
#end
#if (balls=1)
#declare a=0;
#while (a<1000)
#declare xpos=rand(r1)*20-10;
#declare zpos=rand(r2)*20-10;
#declare Terrain_Temporary=
object { Terrain translate <-xpos, 0, -zpos> }
#declare trvect=<0, 20, 0>;
#declare rad=0.01+rand(r3)/100*9;
#declare pos=trace(Terrain_Temporary, trvect, -trvect)+<0, rad, 0>;
#warning concat("<", str(pos.x, 2, -1), ", ", str(pos.y, 2, -1), ", "
str(pos.z, 2, -1), ">")
object
{
Ball
scale rad
translate pos
texture
{
pigment
{
color rgb <1, 0, 0>
}
finish
{
ambient 0.1
diffuse 0.9
brilliance 0.7
phong 150
phong_size 0.5
reflection 0.6
metallic
}
}
}
#declare a=a+1;
#end
#end
See you on www.khyberspace.de !
Yadgar
Now playing: my loved one on his Ensoniq synthesizer
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From: Zeger Knaepen
Subject: Re: Problem with trace() - how to test for ray directions other than towards or=
Date: 19 May 2007 06:00:18
Message: <464ecab2$1@news.povray.org>
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"Yadgar" <yaz### [at] gmxde> wrote in message
news:web.464ec550a6148d97cd5f50d20@news.povray.org...
> #declare s=<4, 20, 5>;
> #declare a=<4, -20, 5>;
>
> #declare pos=trace(Terrain, s, a)+<0, 0.0017, 0>;
I think you mean:
#declare pos=trace(Terrain,s,-y)+y*.0017;
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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From: Thomas de Groot
Subject: Re: Problem with trace() - how to test for ray directions other than towards or=
Date: 19 May 2007 09:42:50
Message: <464efeda$1@news.povray.org>
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"Yadgar" <yaz### [at] gmxde> schreef in bericht
news:web.464ec550a6148d97cd5f50d20@news.povray.org...
> High!
>
> I want to place objects randomly on an isosurface; as the isosurface lies
> perpendicular to the y axis, I tested for directions parallel to the y
> axis
> rather than pointing towards <0, 0, 0>.
>
> But obviously all these rays missed - in a #warning output line, I always
> get 0.00000 for the x and z components of trace(). What went wrong? Is it
> in fact impossible, as the manual suggests, to safely test for
> intersections other than
> (Object, start_vector, -start_vector)? I even defined an auxiliary object
> and translated it so that the starting point is exactly above the origin,
> but this also failed...
>
example:
#declare Norm = <0, 0, 0>;
#declare Start = <x-pos, 20, z-pos>;
testing for an intersection on a surface perpendicular to y, would be
written as:
#declare Inter=
trace ( MySphere, Start, -y, Norm );
etc....
)
That is how I do it.
Thomas
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From: Tim Attwood
Subject: Re: Problem with trace() - how to test for ray directions other than towards or=
Date: 19 May 2007 17:04:15
Message: <464f664f$1@news.povray.org>
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> example:
> #declare Norm = <0, 0, 0>;
> #declare Start = <x-pos, 20, z-pos>;
>
> testing for an intersection on a surface perpendicular to y, would be
> written as:
> #declare Inter=
> trace ( MySphere, Start, -y, Norm );
> etc....
> )
>
> That is how I do it.
>
> Thomas
Also, if you want to test for a missed ray you should test the
normal for zero length.
#if (vlength(Norm)=0)
//missed
#else
//hit
#end
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