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> This 'y-movement' that you are seeing-- actually not real movement at all-- is
> the typical 'look' and behavior of a height_field when a particular kind of
> function is used for it...or even a particular kind of image_map function.
After your explanations and a few suggested experiments this strange fenomena
become to me clear, but believe, you will agree, that from the user's point of
view the behaviour of this function is unexpected and leads to some confusion.
I do not mean, that implementation is poor, but only that result are
non-intuitive.
Thanks a lot for consultation, at least now I know how to avoid these pitfalls.
The world is not what it seams ...
--
YB
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"yesbird" <nomail@nomail> wrote:
>
> After your explanations and a few suggested experiments this strange fenomena
> become to me clear, but believe, you will agree, that from the user's
> point of view the behaviour of this function is unexpected and leads to
> some confusion. I do not mean, that implementation is poor, but only that
> result are non-intuitive.
>
> ...at least now I know how to avoid these pitfalls.
> The world is not what it seams ...
Sad but true!
BTW:
A height_field can actually be 'solidified' to look like a regular object, by
making an intersection{...} of it with another slightly smaller object. This
might help to better-visualize its behavior. (The empty space 'under' a
floating HF can be considered part of it-- down to -y infinity.) Try this:
intersection{
box{0.01, 0.99 pigment{green 0.8}}
// OR...
// sphere{0,0.5 translate <0.50,.25,0.5> pigment{green 0.8}}
height_field{
function 500,500 {...your function...}
smooth
pigment{red 0.8}
scale <1,0.5,1>
}
scale 1.0 // final scale of everything
}
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Download 'function_hf_with_intersection.jpg' (94 KB)
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Interesting !
In combination with colormaps very attractive effect achieved. I will put it in
macro, with parameters.
---------------------------------------------------------
#include "playground.inc"
#include "colormaps.inc"
// Axis
axis (1.2,0.8,1.2,0.01)
// Cameras
// camo (5,5,5,0,0,0,45)
camp (2,2,2,0,-0.25,0,45)
//
// Prepare colormaps of desired transparency
//
#declare _f = 0;
#declare _t = 0;
#declare jet = make_colormap (jet_arr, _f, _t);
#declare spring = make_colormap (spring_arr, _f, _t);
#declare hot = make_colormap (hot_arr, _f, _t);
#declare winter = make_colormap (winter_arr, _f, _t);
#declare hsv = make_colormap (hsv_arr, _f, _t);
#declare autumn = make_colormap (autumn_arr, _f, _t);
#declare parula = make_colormap (parula_arr, _f, _t);
#declare summer = make_colormap (summer_arr, _f, _t);
#declare turbo = make_colormap (turbo_arr, _f, _t);
#declare cool = make_colormap (cool_arr, _f, _t);
//
// Object
//
intersection{
box{0.01, 0.99
pigment { gradient y
color_map {hsv}
translate -y*0.1
scale 0.6 }
}
height_field{
function 500,500 { pattern { bozo scale 0.08 } }
smooth
pigment { gradient y
color_map {hsv}
translate -y*0.81
scale 0.8 }
scale <1,0.4,1>
}
scale 1.0
}
---------------------------------------------------------
YB
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> // OR...
> // sphere{0,0.5 translate <0.50,.25,0.5> pigment{green 0.8}}
This is even more interesting !
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It seams to me this is a theme for animation.
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And finally - pie :)
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Preview of image 'height_field_int_cmap.png'

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"yesbird" <nomail@nomail> wrote:
> And finally - pie :)
Looks delicious! I like the wild colors too.
Speaking of colors:
I want to thank YOU for introducing a new pigment construction to me:
pigment{red 1.0 green 0.6}
I have never used that(!!). I have used 'transmit' and 'filter' in my scenes for
many years, but I thought that such COLOR keywords were parts of "colors.inc" !
I think that I got something confused in the distant past--
Red (capital letter; pre-#declared in colors.inc)
vs.
red 1.0 (a built-in keyword)
It seems that even an old-timer like me needs to re-read POV-ray's *basic*
documentation, now and then ;-)
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> I want to thank YOU for introducing a new pigment construction to me:
> pigment{red 1.0 green 0.6}
Always welcome, I don't remember, where I saw it, but this notation is more
'human-readable', than others, IMHO. Anyway, we are here to exchange knowledge
and ideas. Now I'm working on animation of this 'orange'.
> It seems that even an old-timer like me needs to re-read POV-ray's *basic*
> documentation, now and then ;-)
Yes, we should learn onward :)
--
YB
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"yesbird" <nomail@nomail> wrote:
> > I want to thank YOU for introducing a new pigment construction to me:
> > pigment{red 1.0 green 0.6}
>
> Always welcome, I don't remember, where I saw it, but this notation is more
> 'human-readable', than others, IMHO. Anyway, we are here to exchange knowledge
> and ideas. Now I'm working on animation of this 'orange'.
>
> > It seems that even an old-timer like me needs to re-read POV-ray's *basic*
> > documentation, now and then ;-)
>
> Yes, we should learn onward :)
> --
> YB
I always use x, y, and z for red, green, and blue. Especially when coloring
axes.
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> Looks delicious! I like the wild colors too.
Thanks to your ideas, I've rendered my first POV animation:
https://www.youtube.com/watch?v=i7kItZ6S6cM
Will be thankful for any critical notes and advises.
--
YB
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Attachments:
Download 'fragile.zip' (15 KB)
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