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Without really knowing exactly what I was doing, and just plugging some stuff
into the editor and changing some values, I got this in 5 min:
(many thanks to Mike Williams http://www.econym.demon.co.uk/isotut/
and David Wagner http://wiki.waggy.org/dokuwiki/povray/stainedglass)
#version 3.71;
global_settings {
assumed_gamma 1.0
}
#include "colors.inc"
camera {
location <0.0, 0, -5.0>
right x*image_width/image_height
look_at <0, 0, 0>}
light_source {<10, 10, -30> White}
#declare Packing = 1.3; //(increase to make more tightly packed)
#declare F =
function {
pigment {
crackle
form < -1, Packing, 0>
metric 3
offset 0
turbulence 0.1
color_map { [0 rgb 1] [0.99 rgb 0] [1 rgb 0] }
scale 0.25
}
}
isosurface {
function { F(x,y,z).red - 0.5 }
max_gradient 5.5
contained_by{box{-1,1}}
pigment {rgb 0.9}
}
Just needs some tweaking, colors and textures.
NO idea how to get the parts sliced smooth by the container removed, but I
supposed doing a difference or intersection with a highly textured box or
something might be a good way to fake it.
Sorry officer, there was no posted speed limit.
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On 6/21/2017 12:58 PM, Bald Eagle wrote:
> Just needs some tweaking, colors and textures.
Not nitpicking, it is looking good. Is it possible to texture individual
components?
> NO idea how to get the parts sliced smooth by the container removed, but I
> supposed doing a difference or intersection with a highly textured box or
> something might be a good way to fake it.
>
> Sorry officer, there was no posted speed limit.
Sorry BE that excuse would not hold in the UK. Each type of road here
has its own maximum speed limit.
Built-up areas mph (km/h) 30 (48)
Single carriageways mph (km/h) 60 (96)
Dual carriageways mph (km/h) 70 (112)
Motorways mph(km/h) 70 (112
That is for Cars, motorcycles, car-derived vans and dual-purpose
vehicles. Other types of vehicles have different (lower) limits.
https://www.gov.uk/speed-limits
Of course stretches of road can have lower limits.
--
Regards
Stephen
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Stephen <mca### [at] aolcom> wrote:
> Not nitpicking, it is looking good. Is it possible to texture individual
> components?
>
> > NO idea how to get the parts sliced smooth by the container removed, but I
> > supposed doing a difference or intersection with a highly textured box or
> > something might be a good way to fake it.
I think it _might_ be possible to do individual coloration, given that crackle
is based upon unit cells --- and I would imagine that if I give it some
additional thought, then the crackle function could be used to evaluate an rgb
color in the same way it's used to generate the F=0 for the isosurface...
I'm sure that Christoph L. or Mike H. might be able to chime in here, since they
seem to have a lot of practice in coloring isosurfaces with rgb functions.
I think the real point was that - there's _no math[s]_ in that there SDL.
> Sorry BE that excuse would not hold in the UK. Each type of road here
> has its own maximum speed limit.
That is The Road to Serfdom.
This is the Information Superhighway. ;)
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On 6/21/2017 5:17 PM, Bald Eagle wrote:
> I think the real point was that - there's _no math[s]_ in that there SDL.
>
True but it is not layers of rocks and there are a lot of open spaces.
I don't think that it really fits the question. Although the true
problem is not properly defined.
>> >Sorry BE that excuse would not hold in the UK. Each type of road here
>> >has its own maximum speed limit.
> That is The Road to Serfdom.
No. The road *from* serfdom. We sent our serfs to the colonies. :P
> This is the Information Superhighway.;)
>
At least our cops don't shoot you for traffic violations. ;)
--
Regards
Stephen
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Stephen <mca### [at] aolcom> wrote:
> True but it is not layers of rocks and there are a lot of open spaces.
OK, NOW you're nitpicking. ;)
> I don't think that it really fits the question. Although the true
> problem is not properly defined.
Well, I was thinking just that.
Here's a rock-wall building app that spits out a rock wall with the click of a
button...
(no, wait, that's so 2000's)
with the tap of a screen...
(no, wait, that's so 2010's)
with as request to Alexa...
(although 'they' probably have your whole psycho-social profile stored in the
cloud and know what your professor wants already ...
.... and so what have you really learned / accomplished.
In any event, the parameters of the project need to be communicated more clearly
and accurately.
Otherwise some wise-guy will post how to do it in 12 characters with a program
written in 'Jelly'.
Or Haskell :D
> No. The road *from* serfdom. We sent our serfs to the colonies. :P
Yep, and we partied like it was 1775. :)
> At least our cops don't shoot you for traffic violations. ;)
Seriously.
(though I could really read into that on so many levels)
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On 6/21/2017 8:07 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>> True but it is not layers of rocks and there are a lot of open spaces.
>
> OK, NOW you're nitpicking. ;)
>
>> I don't think that it really fits the question. Although the true
>> problem is not properly defined.
>
> Well, I was thinking just that.
> Here's a rock-wall building app that spits out a rock wall with the click of a
> button...
> (no, wait, that's so 2000's)
> with the tap of a screen...
> (no, wait, that's so 2010's)
> with as request to Alexa...
> (although 'they' probably have your whole psycho-social profile stored in the
> cloud and know what your professor wants already ...
>
> ..... and so what have you really learned / accomplished.
>
Exactly! But here we would only give hints or techniques or maybe
pointers where some code was wrong.
ATM I've spent half a day trying to replicate it in Blender. I have
learned that its particle system won't do it. It will need to be a
ridged body system. But first I have to learn how to break a big stone
into little stones.
In this heat it is like:
https://www.youtube.com/watch?v=f5lYNgCVwFo
> In any event, the parameters of the project need to be communicated
more clearly
> and accurately.
> Otherwise some wise-guy will post how to do it in 12 characters with a program
> written in 'Jelly'.
> Or Haskell :D
>
>> No. The road *from* serfdom. We sent our serfs to the colonies. :P
>
> Yep, and we partied like it was 1775. :)
>
I'll give you that one even though it took you long enough to start it. ;)
To make sure I was thinking about the right date. I googled 1775 and the
whole front page was about a computer game. Sad the state the world has
come to.
>> At least our cops don't shoot you for traffic violations. ;)
>
> Seriously.
> (though I could really read into that on so many levels)
>
Indeed you could. But if you are the right complexion it seems you can
get away with murder.
--
Regards
Stephen
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From: Thomas de Groot
Subject: Re: Stacking stones without overlapping
Date: 22 Jun 2017 03:49:01
Message: <594b766d@news.povray.org>
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On 21-6-2017 13:58, Bald Eagle wrote:
>
> Without really knowing exactly what I was doing, and just plugging some stuff
> into the editor and changing some values, I got this in 5 min:
> (many thanks to Mike Williams http://www.econym.demon.co.uk/isotut/
> and David Wagner http://wiki.waggy.org/dokuwiki/povray/stainedglass)
>
> #version 3.71;
>
> global_settings {
> assumed_gamma 1.0
> }
>
> #include "colors.inc"
>
> camera {
> location <0.0, 0, -5.0>
> right x*image_width/image_height
> look_at <0, 0, 0>}
>
> light_source {<10, 10, -30> White}
>
> #declare Packing = 1.3; //(increase to make more tightly packed)
>
> #declare F =
> function {
> pigment {
> crackle
> form < -1, Packing, 0>
> metric 3
> offset 0
> turbulence 0.1
> color_map { [0 rgb 1] [0.99 rgb 0] [1 rgb 0] }
> scale 0.25
> }
> }
>
> isosurface {
> function { F(x,y,z).red - 0.5 }
> max_gradient 5.5
> contained_by{box{-1,1}}
> pigment {rgb 0.9}
> }
>
> Just needs some tweaking, colors and textures.
> NO idea how to get the parts sliced smooth by the container removed, but I
> supposed doing a difference or intersection with a highly textured box or
> something might be a good way to fake it.
>
This is a nice try but... it is not a /stacking/ of stones. It is a
crackled volume. If you drop stones, they will behave differently from
what you see here.
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> This is a nice try but... it is not a /stacking/ of stones. It is a
> crackled volume. If you drop stones, they will behave differently from
> what you see here.
Indeed - it wasn't really even supposed to be a "try" - it was just a blatant
cut&paste with a minor tweak or two to get it to run and close up the gaps a bit
- to show that with a wee bit of POV-Ray magic, a 3-dimensional Voronoi diagram
that gives the appearance of a pile of "stones" is THAT quick and easy - no
math, no (user-written) algorithms, no staying up late, pulling out one's
(remaining) hair, no crying in the corner because you're stoopid.
And to pick nits, if you drop stones, they will of course [sic] behave
differently than if you stack them.
AND the end result is going to be a product of however the user codes the scene
anyway, will will be a further layer of deviation from reality.
I'd say we're at a juncture where the parameters of the project need to be
defined. But there still all sorts of fun variations on the theme that we can
play with - unconstrained by the prof. :)
(which is what the _really_ good students ought to be doing along the way / in
addition to the stated project)
"So, I made that rock pile that you wanted - but I also did a few old Scottish
castles, the Great Wall of China, a cross-section of an archaeological
excavation site with some fossil meshes thrown in, an animated exploding Rice
Krispy treat, the rubble in the aftermath of a Kalifornia earthquake, and I've
begun a study on the kinetics of settling in a mixture of sand, aggregate, and
cement in pre-mixed concrete....... by the way is there any more coffee?"
;)
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> Without really knowing exactly what I was doing, and just plugging some stuff
> into the editor and changing some values, I got this in 5 min:
> [code example]
Cool. I've been playing with it and animating some of the values, to see what
happens. Fun!
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Le 17-06-21 à 07:58, Bald Eagle a écrit :
>
> Without really knowing exactly what I was doing, and just plugging some stuff
> into the editor and changing some values, I got this in 5 min:
> (many thanks to Mike Williams http://www.econym.demon.co.uk/isotut/
> and David Wagner http://wiki.waggy.org/dokuwiki/povray/stainedglass)
>
> #version 3.71;
>
> global_settings {
> assumed_gamma 1.0
> }
>
> #include "colors.inc"
>
> camera {
> location <0.0, 0, -5.0>
> right x*image_width/image_height
> look_at <0, 0, 0>}
>
> light_source {<10, 10, -30> White}
>
> #declare Packing = 1.3; //(increase to make more tightly packed)
>
> #declare F =
> function {
> pigment {
> crackle
> form < -1, Packing, 0>
> metric 3
> offset 0
> turbulence 0.1
> color_map { [0 rgb 1] [0.99 rgb 0] [1 rgb 0] }
> scale 0.25
> }
> }
>
> isosurface {
> function { F(x,y,z).red - 0.5 }
> max_gradient 5.5
> contained_by{box{-1,1}}
> pigment {rgb 0.9}
> }
>
> Just needs some tweaking, colors and textures.
> NO idea how to get the parts sliced smooth by the container removed, but I
> supposed doing a difference or intersection with a highly textured box or
> something might be a good way to fake it.
>
> Sorry officer, there was no posted speed limit.
>
>
>
You can use multiple patterns. In this case, a boxed pattern may be
usefull with a colour_map that stays to 1 untill close to the edges,
then drops to zero over a relatively short distance. Something like this:
#declare F_Boxed = function{colour_map{[0 rgb 0][0.1 rgb 1]}}
Next, you multiply the two.
isosurface {
function { F(x,y,z).red - 0.5 } * function{F_Boxed(x,y,z).red}
max_gradient 5.5
contained_by{box{-1,1}}
pigment {rgb 0.9}
}
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