POV-Ray : Newsgroups : povray.unofficial.patches : How many lines of code: eliminate plateaus in noise3d by interval change Server Time
2 Sep 2024 10:16:27 EDT (-0400)
  How many lines of code: eliminate plateaus in noise3d by interval change (Message 1 to 10 of 18)  
Goto Latest 10 Messages Next 8 Messages >>>
From: Greg M  Johnson
Subject: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 21 Mar 2000 08:21:21
Message: <38D77653.600EB09D@my-dejanews.com>
We have all discussed the issue many times without answering the
following question:

How *hard* would it be to "fix" pov to eliminate the plateuas that exist
in the noise3d function?

I think that someone once said that pov used an unorthodox interval in
setting up its noise, something like [0,1.0] when the rest of the world
uses [-0.5,0.5], or vice versa.

If this were the case, could one simply change a half dozen CHARACTERS
and fix the problem?

Noise3d is my favorite function for a number of reasons, and those
plateaus are bugging me!

_________________
Greg M. Johnson
povray is the only programming language I know.


Post a reply to this message

From: Ron Parker
Subject: Re: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 21 Mar 2000 10:26:24
Message: <38d794a0$1@news.povray.org>
On Tue, 21 Mar 2000 08:17:07 -0500, Greg M. Johnson wrote:
>We have all discussed the issue many times without answering the
>following question:
>
>How *hard* would it be to "fix" pov to eliminate the plateuas that exist
>in the noise3d function?

It's not a question of how hard it would be, it's a question of how many 
scene files it would break.

-- 
These are my opinions.  I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html


Post a reply to this message

From: TonyB
Subject: Re: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 21 Mar 2000 10:48:04
Message: <38d799b4@news.povray.org>
>It's not a question of how hard it would be, it's a question of how many
>scene files it would break.


But, you (programmers) have always said that you could add something for
backward compatibility. Why don't you just fix it and add a #version thingy
to use the old noise?


Post a reply to this message

From: Greg M  Johnson
Subject: Re: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 21 Mar 2000 12:30:04
Message: <38d7b19c@news.povray.org>
How about calling it noise3d2,  noisepf, noisegmjipitn,  noiseII, coolnoise ?

While I am truly appreciative of the giants who have given us this thing
called povray, I'd guess plateaus broke more scenes than a change would
break.

Ron Parker wrote:

> On Tue, 21 Mar 2000 08:17:07 -0500, Greg M. Johnson wrote:
> >We have all discussed the issue many times without answering the
> >following question:
> >
> >How *hard* would it be to "fix" pov to eliminate the plateuas that exist
> >in the noise3d function?
>
> It's not a question of how hard it would be, it's a question of how many
> scene files it would break.
>
> --
> These are my opinions.  I do NOT speak for the POV-Team.
> The superpatch: http://www2.fwi.com/~parkerr/superpatch/
> My other stuff: http://www2.fwi.com/~parkerr/traces.html


Post a reply to this message

From: Nathan Kopp
Subject: Re: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 21 Mar 2000 15:59:17
Message: <38d7e2a5@news.povray.org>
Greg M. Johnson <gre### [at] my-dejanewscom> wrote...
> We have all discussed the issue many times without answering the
> following question:
>
> How *hard* would it be to "fix" pov to eliminate the plateuas that exist
> in the noise3d function?
>

7 lines of code (plus comments).  ...and then some parser stuff for adding
backwards compatibility.

Could be fewer, but I was going for code clarity.  :-)

-Nathan


Post a reply to this message

From: Greg M  Johnson
Subject: Re: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 21 Mar 2000 17:15:22
Message: <38D7F37A.58E14AB4@my-dejanews.com>
So how 'bout a   noise3dg(x,y,z)   for v. 0.5?

Nathan Kopp wrote:

> Greg M. Johnson <gre### [at] my-dejanewscom> wrote...
> > How *hard* would it be to "fix" pov to eliminate the plateuas that exist
> > in the noise3d function?
>
> 7 lines of code (plus comments).  ...and then some parser stuff for adding
> backwards compatibility.
>
> Could be fewer, but I was going for code clarity.  :-)
>
> -Nathan


Post a reply to this message

From: Chris Huff
Subject: Re: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 21 Mar 2000 17:33:55
Message: <chrishuff_99-745758.17360021032000@news.povray.org>
In article <38D7F37A.58E14AB4@my-dejanews.com>, 
gre### [at] my-dejanewscom wrote:

> So how 'bout a   noise3dg(x,y,z)   for v. 0.5?

"g" meaning what?
I personally would prefer rnoise(v) and rnoise3d(x,y,z).(Meaning 
raw-noise and raw-noise3d. Of course, the one dimensional version isn't 
really necessary, you could just use the same value for x, y, and z or 
set two of them to a fixed value, I just think it would be good to have.)

-- 
Christopher James Huff
Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg

Web page: http://chrishuff.dhs.org/


Post a reply to this message

From: JR McConnell
Subject: Re: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 21 Mar 2000 18:13:40
Message: <38d80224$1@news.povray.org>
I am not any form of expert on this or any subject for that matter. So,
please understand my naivete on this subject. I am worried that I may just


    Up to recently I have been a programmer, of 20 years experience in
non-related subjects, before my disability put a period on the end of my
career. As I read the quoted message, I began to think, as I would back
then. I wondered if the following was possible. I know the people here are
the true experts and will know the feasibility of my idea in an instant. I
hope they will correct me if wrong, just not too harshly...

    I would approach this problem by creating a global variable, an optional
arg to the command, or ini/inc file entry. So legacy POV programs
using/requiring the older form of the variable data is unaffected. This
would be because the default value will remain the original value. In
addition, those wishing a different one can just add the optional arg, set
the global, or make an ini/inc file entry.

    I do not know if this is a good idea or not. Nevertheless, hope it will
help. There may be another way to do it that I, do to my lack of knowledge
of POV, do not know...


"Ron Parker" <ron### [at] povrayorg> wrote in message
news:38d794a0$1@news.povray.org...
> On Tue, 21 Mar 2000 08:17:07 -0500, Greg M. Johnson wrote:
> >We have all discussed the issue many times without answering the
> >following question:
> >
> >How *hard* would it be to "fix" pov to eliminate the plateuas that exist
> >in the noise3d function?
>
> It's not a question of how hard it would be, it's a question of how many
> scene files it would break.
>
> --
> These are my opinions.  I do NOT speak for the POV-Team.
> The superpatch: http://www2.fwi.com/~parkerr/superpatch/
> My other stuff: http://www2.fwi.com/~parkerr/traces.html


Post a reply to this message

From: Peter Popov
Subject: Re: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 21 Mar 2000 19:41:36
Message: <1hXYOOGigZhtLjnb8ms1QVWiooct@4ax.com>
On Tue, 21 Mar 2000 18:16:24 -0500, "JR McConnell" <sno### [at] homecom>
wrote:

>    I would approach this problem by creating a global variable, an optional
>arg to the command, or ini/inc file entry. So legacy POV programs
>using/requiring the older form of the variable data is unaffected. This
>would be because the default value will remain the original value. In
>addition, those wishing a different one can just add the optional arg, set
>the global, or make an ini/inc file entry.

The creators of POV-Ray, more precisely those responsible for the
#version directive, must have been thinking along the same lines :)

>    I do not know if this is a good idea or not. Nevertheless, hope it will
>help. There may be another way to do it that I, do to my lack of knowledge
>of POV, do not know...

As Tony suggested, making sure that #version 3.1; uses the old method
should suffice. I too hate to see them plateaus with height fields and
normals and would love to have them gone.


Peter Popov
pet### [at] usanet
ICQ: 15002700


Post a reply to this message

From: Gail Shaw
Subject: Re: How many lines of code: eliminate plateaus in noise3d by interval change
Date: 22 Mar 2000 02:20:05
Message: <38d87425@news.povray.org>
Nathan Kopp wrote in message <38d7e2a5@news.povray.org>...
>
>Greg M. Johnson <gre### [at] my-dejanewscom> wrote...
>> We have all discussed the issue many times without answering the
>> following question:
>>
>> How *hard* would it be to "fix" pov to eliminate the plateuas that exist
>> in the noise3d function?
>>
>
>7 lines of code (plus comments).  ...and then some parser stuff for adding
>backwards compatibility.
>
>Could be fewer, but I was going for code clarity.  :-)
>


Would that also remove the plateaus from the bozo pattern?

Gail
********************************************************************
* gsh### [at] monotixcoza              * Reality.dat not found         *
* http://www.rucus.ru.ac.za/~gail/ * Attempting to reboot universe *
********************************************************************
* Document program code? Why do you think it's called code?        *
********************************************************************


Post a reply to this message

Goto Latest 10 Messages Next 8 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.