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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
>
>
>
>
A few questions:
For your trace, why do you move the object instead of the origin point?
Remove:
#declare Terrain_Temporary=object { Terrain translate <-xpos, 0, -zpos>}
Change the trace to:
#declare pos=trace(Terrain, <xpos, 10, zpos>, -trvect)+<0, rad, 0>;
The y value is to ensure that you start tracing from above your object.
A word of warning: You should NEVER use lower case single character
variables name. In fact, ALL user variable should start with an upper
case letter, as all reserved names start with a lower case letter.
Alain
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