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hi,
"Thomas Fester" <tfe### [at] scivitde> wrote:
> It took some time, but here is some progress in my "planar-structures-project".
> ...
> Now I will try to submit a gif here - let's see how it works...
works real well, the (very beautiful) leaf turns, perhaps, a tad too quick :-)
regards, jr.
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Thomas Fester" <tfe### [at] scivitde> wrote:
> > It took some time, but here is some progress in my "planar-structures-project".
> > Why am I using blobs and not bezier patches or triangles. One reason is that I
> > have more practice with blobs and no practice with the others. Another reason is
> > that I was not satisfied when I tried these techniques long time ago. As far as
> > I know these techniques won't give you real objects you can use for
> > intersections or something like this. The objects don't have a real thickness.
>
> Hi Thomas,
> I like the beech leaf.
>
> The manner in which you're constructing your leaf reminded me of two project
> that I worked on many years ago.
>
> And wouldn't you know it: YOU are the guy who provided me with the method to
> make my propeller! :D So I've known of, and benefited from your work since
> 2014.
>
> https://news.povray.org/povray.newusers/thread/%3C53db81e2%241%40news.povray.org%3E/
>
https://news.povray.org/povray.binaries.images/thread/%3Cweb.53dd26749e0d00ba5e7df57c0%40news.povray.org%3E
>
> LONG thread:
>
https://news.povray.org/povray.binaries.images/message/%3Cweb.5441f12ccbb3d8155e7df57c0%40news.povray.org%3E/#%3Cweb.
54
> 41f12ccbb3d8155e7df57c0%40news.povray.org%3E
>
>
> Have you considered using a prism to get a solid object with a "custom" outline?
> You could also possibly use mesh/mesh2 with an inside vector. Make the top
> surface of the leaf, replicate that with an offset, and then fill in the sides.
> to make a "box" for each section of your leaf.
>
> - BW
Isn't it weird for how long we are doing this? (But each one of us is also doing
other things, thanks god...)
I have to reflect about your alternative propositions for leaf construction, but
currently I am trying to adapt my method to a maple leaf. (Pretty difficult)
One thing the blob approach does not do (as far as I know) is different textures
on the upper and lower side of the leaf. That's a pity since most leaves do have
different textures on their the upper and lower side...
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"Thomas Fester" <tfe### [at] scivitde> wrote:
> Isn't it weird for how long we are doing this? (But each one of us is also doing
> other things, thanks god...)
Indeed, and we have all learned so much along the way, and met so many
interesting and creative people.
> I have to reflect about your alternative propositions for leaf construction, but
> currently I am trying to adapt my method to a maple leaf. (Pretty difficult)
I think that you will come up with something workable.
> One thing the blob approach does not do (as far as I know) is different textures
> on the upper and lower side of the leaf. That's a pity since most leaves do have
> different textures on their the upper and lower side...
Well, you can always try to make a difference {} of the main leaf and a "cutter"
leaf to subtract away a thin layer from the bottom of the leaf - and the
subtracted surface will have the texture of the "cutter".
If you're still looking for a way to "sculpt" your shape so that it's not a
mathematically flat plane, then take a look at the old "Object Bender" by Chris
Colefax.
Also, Chris R does almost everything with isosurfaces, and he might have some
advice about making an isosurface leaf, which you could then properly bend an
object, like so:
https://news.povray.org/povray.binaries.images/thread/%3Cweb.5d4b7ce3a683fa3a4eec112d0%40news.povray.org%3E/
- BW
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Thomas Fester" <tfe### [at] scivitde> wrote:
>
> > Isn't it weird for how long we are doing this? (But each one of us is also doing
> > other things, thanks god...)
>
> Indeed, and we have all learned so much along the way, and met so many
> interesting and creative people.
>
> > I have to reflect about your alternative propositions for leaf construction, but
> > currently I am trying to adapt my method to a maple leaf. (Pretty difficult)
>
> I think that you will come up with something workable.
>
> > One thing the blob approach does not do (as far as I know) is different textures
> > on the upper and lower side of the leaf. That's a pity since most leaves do have
> > different textures on their the upper and lower side...
>
> Well, you can always try to make a difference {} of the main leaf and a "cutter"
> leaf to subtract away a thin layer from the bottom of the leaf - and the
> subtracted surface will have the texture of the "cutter".
>
> If you're still looking for a way to "sculpt" your shape so that it's not a
> mathematically flat plane, then take a look at the old "Object Bender" by Chris
> Colefax.
>
> Also, Chris R does almost everything with isosurfaces, and he might have some
> advice about making an isosurface leaf, which you could then properly bend an
> object, like so:
>
>
https://news.povray.org/povray.binaries.images/thread/%3Cweb.5d4b7ce3a683fa3a4eec112d0%40news.povray.org%3E/
>
> - BW
This was my most recent scene creating leaves from isosurfaces:
https://news.povray.org/povray.binaries.images/thread/%3Cweb.6669faf39aa7eb7453fb81ab5cc1b6e%40news.povray.org%3E/
For these, I found an interesting 2-D polar function to start with and started
playing with it to get the edges I wanted. It's pretty easy to extrude that in
along the Y axis to get whatever thickness you want, and you can apply different
textural deformations to the top side and bottom side of the shape. Then you
can transform the Y coordinate to get the 3-D curves from the flat shape.
Getting a different texture on the bottom and top of the leaf is a little
trickier, but can be done by splitting the leaf shape function in half and
applying a different texture on each half.
-- Chris R
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"Chris R" <car### [at] comcastnet> wrote:
> For these, I found an interesting 2-D polar function to start with and started
> playing with it to get the edges I wanted.
So, presumably you're doing something like this:
https://math.stackexchange.com/questions/1587947/the-plot-of-a-leaf
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
>
> > For these, I found an interesting 2-D polar function to start with and started
> > playing with it to get the edges I wanted.
>
> So, presumably you're doing something like this:
> https://math.stackexchange.com/questions/1587947/the-plot-of-a-leaf
O.k., I see where this is leading to... I would like to include a bit more
randomness to my leaves, but perhaps one could simply add some small amount of
variation to the mathematical formula.
For me, the diversity of approaches possible in Pov-Ray is really amazing. I am
doing this for quite some time, but nevertheless, there are always approaches,
which I never tried and I have problems to understand...
Another thing I wanted to add when thinking about the past is how glad I am that
splines have become available under Pov-Ray. Sphere-sweeps were terrible...
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"Thomas Fester" <tfe### [at] scivitde> wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > "Chris R" <car### [at] comcastnet> wrote:
> >
> > > For these, I found an interesting 2-D polar function to start with and started
> > > playing with it to get the edges I wanted.
> >
> > So, presumably you're doing something like this:
> > https://math.stackexchange.com/questions/1587947/the-plot-of-a-leaf
>
> O.k., I see where this is leading to... I would like to include a bit more
> randomness to my leaves, but perhaps one could simply add some small amount of
> variation to the mathematical formula.
Yes - just use a multiple of the function f_noise3d (x,y,z) as a proxy for rand
(Seed)
> For me, the diversity of approaches possible in Pov-Ray is really amazing. I am
> doing this for quite some time, but nevertheless, there are always approaches,
> which I never tried and I have problems to understand...
Just always keep pushing forward. There's almost always a way to do nearly
anything - we've had so many talented people contribute to the source. And feel
free to just come up with any idea - a final goal - and ask how you might go
about achieving it.
- BW
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"Chris R" <car### [at] comcastnet> wrote:
> Getting a different texture on the bottom and top of the leaf is a little
> trickier, but can be done by splitting the leaf shape function in half and
> applying a different texture on each half.
I haven't modeled a prototype leaf isosurface yet, but I was wondering:
If the leaf is "extruded" across the x=0, y=0 plane, then I suppose that the
isosurface values could be negated for the entire half of the leaf on one side
of that plane. Then you could just specify texture and interior_texture to get
both sides of the leaf.
- BW
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> If the leaf is "extruded" across the x=0, y=0 plane, then I suppose that the
> isosurface values could be negated for the entire half of the leaf on one side
> of that plane. Then you could just specify texture and interior_texture to get
> both sides of the leaf.
Yep, it works.
These are just prototype leaves, but it shows that you can flip the sign of the
isosurface and thereby get different textures on each side.
Left leaf is the isosurface, and right leaf is the same isosurface scaled by -z.
I'll have to think about if there's a way to bend the leaf but still retain this
effect / feature.
- BW
Post a reply to this message
Attachments:
Download 'isosurfaceleaf.png' (33 KB)
Preview of image 'isosurfaceleaf.png'
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
>
> > For these, I found an interesting 2-D polar function to start with and started
> > playing with it to get the edges I wanted.
>
> So, presumably you're doing something like this:
> https://math.stackexchange.com/questions/1587947/the-plot-of-a-leaf
Yes, although for the scene I referenced the leaf was much simpler.
-- Chris R
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