POV-Ray : Newsgroups : povray.pov4.discussion.general : 3D warp repeat for primitives : Re: 3D warp repeat for primitives Server Time
12 Oct 2024 09:39:37 EDT (-0400)
  Re: 3D warp repeat for primitives  
From: Bald Eagle
Date: 16 Aug 2024 21:45:00
Message: <web.66bfffbdc952a0691f9dae3025979125@news.povray.org>
And to follow up a little further on that,

See:
http://news.povray.org/povray.binaries.images/thread/%3Cweb.5d3c5fe27be432e04eec112d0%40news.povray.org%3E/?ttop=443897
&toff=600

All of those rocks are a single isosurface.

I can pattern them uniquely, as I have, but having a ray intersection that
triggers - not the usual texture evaluation - but a blindingly faster stored
value from a "lookup table" derived from a single evaluation of the basis unit
cell - I think would make a scene with a complex texture render MUCH faster.

Mod () is just a "portal" to the cell defined by the magnitude of the divisor.
A grid of TV screens all showing the same image.  Cahnge the image, change ALL
the cells.
You don't have a lot of images where you have to change all of them
individually.
https://en.wikipedia.org/wiki/Modulo

Just think about making your faked pattern with real objects.
Let's say its a Lego.
You place all the Legos next to each other - but you already know what the next
spot is going to look like even before it gets filled in, because they're all
identical to the first Lego.  The Nth Lego is just an identical copy of the
first one.
And the unit cell is defined by the dimensions of the Lego - that's your unit.

But you can still make them all "look different" - even though the underlying
pigment is the same - by lining them up so they go through a tunnel and out
again, and only lighting them from one side.


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