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I'd like to do "round" some objects to make their edges more natural.
It is like a "Gaussian blur" followed by "Sharpening", as I did in 2D in
the two attached images.
It shold be possible in 3D, too. But how to do that in Povray?
Lars R.
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Attachments:
Download 'original-2d.png' (4 KB)
Download 'rounded-2d.png' (3 KB)
Preview of image 'original-2d.png'
Preview of image 'rounded-2d.png'
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On 15/05/2015 16:59, Lars Rohwedder wrote:
> I'd like to do "round" some objects to make their edges more natural.
>
> It is like a "Gaussian blur" followed by "Sharpening", as I did in 2D in
> the two attached images.
>
> It shold be possible in 3D, too. But how to do that in Povray?
>
> Lars R.
>
You need to do it manually.
One way is to create a box and difference a cylinder (centred on a
corner of the box) from it. Then difference that shape from the box you
want to bevel.
IIRC You might be able to find some macro's or write your own.
--
Regards
Stephen
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On 15-5-2015 19:36, Stephen wrote:
> On 15/05/2015 16:59, Lars Rohwedder wrote:
>> I'd like to do "round" some objects to make their edges more natural.
>>
>> It is like a "Gaussian blur" followed by "Sharpening", as I did in 2D in
>> the two attached images.
>>
>> It shold be possible in 3D, too. But how to do that in Povray?
>>
>> Lars R.
>>
>
> You need to do it manually.
> One way is to create a box and difference a cylinder (centred on a
> corner of the box) from it. Then difference that shape from the box you
> want to bevel.
>
> IIRC You might be able to find some macro's or write your own.
>
Another way is to use a superellipsoid instead. For examples, look in
the folder scenes\objects\ and try superel1.pov, superel2.pov and
superel3.pov
--
Thomas
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The third way is to use the round edge macros by Cousin Ricky. Look for
that in the Objects Collection:
http://lib.povray.org/searchcollection/index.php
--
Thomas
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The Object Collection also contains Samuel Benges very useful Rounded L-Prism
macros. They allow you to make complex prisms with rounded or beveled edges.
A version is also available here:
http://news.povray.org/web.5136498a673f3afd2165ae730%40news.povray.org
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I'd like to "roundify" arbitrary objects, even if they are combined with
CSG.
I wrote an approximation using 3ds files and isosurface. :-)
I rendered the same scene 3 times:
* nearly no blur
* medium blur that results in "rounded edges"
* strong blur that distorts the whole object a lot but looks
interesting, too.
Surprisingly, due to the way isosurfaces work, the "hard" edge version
needed very long time to render, due to the high max_gradient. :-o
Lars R.
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Attachments:
Download 'cubie-hard.jpg' (18 KB)
Download 'cubie-soft.jpg' (19 KB)
Download 'cubie-very-soft.jpg' (21 KB)
Preview of image 'cubie-hard.jpg'
Preview of image 'cubie-soft.jpg'
Preview of image 'cubie-very-soft.jpg'
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On 19/05/2015 13:39, Lars Rohwedder wrote:
> * strong blur that distorts the whole object a lot but looks
> interesting, too.
You might find Bill's macro interesting too.
http://lib.povray.org/searchcollection/index2.php?objectName=meshrelief&version=1.0&contributorTag=Bill
--
Regards
Stephen
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Am 19.05.2015 um 15:32 schrieb Stephen:
> On 19/05/2015 13:39, Lars Rohwedder wrote:
>> * strong blur that distorts the whole object a lot but looks
>> interesting, too.
>
> You might find Bill's macro interesting too.
>
>
http://lib.povray.org/searchcollection/index2.php?objectName=meshrelief&version=1.0&contributorTag=Bill
Looks nice. (I pimped the example file that is shipped with Bill's macro)
Albeit it does solve the problem I described.
And I don't know how to generate (either by Povray macro magic or by a
self-written C++ program) a mesh that represents "rounded" versions of
arbitrary objects. :-/
Lars R.
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Attachments:
Download 'mmm.jpg' (114 KB)
Preview of image 'mmm.jpg'
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On 19/05/2015 15:41, Lars Rohwedder wrote:
> Am 19.05.2015 um 15:32 schrieb Stephen:
>> On 19/05/2015 13:39, Lars Rohwedder wrote:
>>> * strong blur that distorts the whole object a lot but looks
>>> interesting, too.
>>
>> You might find Bill's macro interesting too.
>>
>>
http://lib.povray.org/searchcollection/index2.php?objectName=meshrelief&version=1.0&contributorTag=Bill
>
> Looks nice. (I pimped the example file that is shipped with Bill's macro)
>
> Albeit it does solve the problem I described.
>
It does? I've not used it myself but I remember when Bill made it.
> And I don't know how to generate (either by Povray macro magic or by a
> self-written C++ program) a mesh that represents "rounded" versions of
> arbitrary objects. :-/
>
Neither would I. If I wanted to round a mesh manually. I would subdivide
it using PoseRay.
It doesn't help though. It doesn't have those command line options. Or
you could have run it through PovRay.
> Lars R.
>
--
Regards
Stephen
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA256
Le 19/05/2015 16:41, Lars Rohwedder a écrit :
> Am 19.05.2015 um 15:32 schrieb Stephen:
>> On 19/05/2015 13:39, Lars Rohwedder wrote:
>>> * strong blur that distorts the whole object a lot but looks
>>> interesting, too.
>>
>> You might find Bill's macro interesting too.
>>
>> http://lib.povray.org/searchcollection/index2.php?objectName=meshreli
ef&version=1.0&contributorTag=Bill
>
>>
> Looks nice. (I pimped the example file that is shipped with Bill's
> macro)
>
> Albeit it does solve the problem I described.
>
> And I don't know how to generate (either by Povray macro magic or
> by a self-written C++ program) a mesh that represents "rounded"
> versions of arbitrary objects. :-/
>
You would need something like a proximity pattern/evaluator, and to
know if the normal at each vertex is toward inside or outside. For
proximity at 50%, you do not move. For other values, you move along
the normal... excepted that there is more than one normal per vertex,
so you need to average them all somehow (weight might not be trivial,
hoping they are all on the same side).
For proximity giving a low density, you move "inward" (erosion).
For proximity giving a high density, you move "outward" (filling hole)
The problem that remains: getting the initial mesh that satisfies the
needed predicats.
> Lars R.
>
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