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  isosurface/function question (Message 1 to 9 of 9)  
From: Ken Cecka
Subject: isosurface/function question
Date: 10 Nov 2000 00:20:04
Message: <3a0b8584$1@news.povray.org>
Hi all,

I've just started playing around with isosurfaces in MP0.6a, and have been 
a little confused about what keywords are/aren't alowed when defining 
functions.  In particular, I wanted to use the rand() function, but I get 
the error "float factor expected but rand found instead".  As far as I 
know, rand() returns a float factor, so this error doesn't make sense to 
me.  Are function expressions parsed differently than other pov code so 
that they only allow a particular subset of the available functions?  
Here's an example of what I'm struggling with:

#declare rand_seed = seed(0)
#declare f1 = function { (x + rand(rand_seed))^2 + y^2 + z^2 - 1 }

I would expect this to define a sphere of radius one positioned at a random 
point between zero and one on the x-axis.

I've played around with noise3d(), which is an alternate solution, but 
noise3d() appears to be similar to the bozo pattern where points which are 
close together are less random than those far apart, and I am looking for a 
way to get random positioning independent of proximity.

Thanks for your help.

Ken

P.S.  Another question I had, which I am getting the impression is a 
feature which is not yet avaiable, was how to define functions which accept 
variables like the builtin functions do.  Is this possible, or does have to 
be done by building the function in a precompiled library?


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From: Christoph Hormann
Subject: Re: isosurface/function question
Date: 10 Nov 2000 02:43:13
Message: <3A0BA711.DFFF0F86@schunter.etc.tu-bs.de>
Ken Cecka wrote:
> 
> Hi all,
> 
> I've just started playing around with isosurfaces in MP0.6a, and have been
> a little confused about what keywords are/aren't alowed when defining
> functions.  In particular, I wanted to use the rand() function, but I get
> the error "float factor expected but rand found instead".  As far as I
> know, rand() returns a float factor, so this error doesn't make sense to
> me.  Are function expressions parsed differently than other pov code so
> that they only allow a particular subset of the available functions?
> Here's an example of what I'm struggling with:
> 
> #declare rand_seed = seed(0)
> #declare f1 = function { (x + rand(rand_seed))^2 + y^2 + z^2 - 1 }
> 

I also recently had this problem and managed it this way:

#declare rand_seed = seed(0)
#declare Rnd1 = rand(rand_seed)
#declare f1 = function { (x + Rnd1)^2 + y^2 + z^2 - 1 }

I think it's just a limitation of the isosurface parser, maybe it could be
changed, but this way works quite well.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


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From: Ken
Subject: Re: isosurface/function question
Date: 10 Nov 2000 03:26:47
Message: <3A0BB1A8.21D64EBC@pacbell.net>
Christoph Hormann wrote:

> I also recently had this problem and managed it this way:
> 
> #declare rand_seed = seed(0)
> #declare Rnd1 = rand(rand_seed)
> #declare f1 = function { (x + Rnd1)^2 + y^2 + z^2 - 1 }
> 
> I think it's just a limitation of the isosurface parser, maybe it could be
> changed, but this way works quite well.

It's not very intuitive however and probably should be changed
at the parser level if at all possible.

One question does arise is how much does a random number do in
a static equation. If you were running it through a loop I could
understand using it but I see no real advantage to it the way
that Ken illustrated it.

-- 
Ken Tyler


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From: Chris Huff
Subject: Re: isosurface/function question
Date: 10 Nov 2000 07:18:10
Message: <chrishuff-B5922A.07172510112000@news.povray.org>
In article <3a0b8584$1@news.povray.org>, Ken Cecka <cec### [at] homecom> 
wrote:

> I've just started playing around with isosurfaces in MP0.6a, and have 
> been a little confused about what keywords are/aren't alowed when 
> defining functions.  In particular, I wanted to use the rand() 
> function, but I get the error "float factor expected but rand found 
> instead".  As far as I know, rand() returns a float factor, so this 
> error doesn't make sense to me.  Are function expressions parsed 
> differently than other pov code so that they only allow a particular 
> subset of the available functions? 

Yes. Instead of calling the functions immediately, the function is read 
and used to create a data structure that can be quickly evaluated 
multiple times during rendering. The rand() function would be useless 
here, it would just return a new value *every time the function was 
evaluated*, making it impossible for the isosurface algorithm to find a 
surface.(though it still could be useful for some patterns and if 
functions are allowed to be called in scene code)
Not all functions which return floats are allowed, there is a list of 
allowed keywords in the documentation. (5.2.12. New keywords / operators 
for the isosurface patch)

To do what you want, declare a variable with the random number and use 
that variable in the function. This will calculate *one* random number 
and use it in the function, instead of calculating a new one every time 
the function is used.


> P.S.  Another question I had, which I am getting the impression is a 
> feature which is not yet avaiable, was how to define functions which 
> accept variables like the builtin functions do.  Is this possible, or 
> does have to be done by building the function in a precompiled 
> library?

It is currently impossible without modifying the source. And be aware 
that the built in functions probably won't make it into POV 3.5.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Chris Huff
Subject: Re: isosurface/function question
Date: 10 Nov 2000 07:54:50
Message: <chrishuff-479557.07545610112000@news.povray.org>
In article <3a0b8584$1@news.povray.org>, Ken Cecka <cec### [at] homecom> 
wrote:

> I've played around with noise3d(), which is an alternate solution, 
> but noise3d() appears to be similar to the bozo pattern where points 
> which are close together are less random than those far apart, and I 
> am looking for a way to get random positioning independent of 
> proximity.

The noise3d() function is identical to bozo, spotted, and bumps, though 
using noise3d() is probably a bit faster than a pigment function with 
one of those patterns.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Christoph Hormann
Subject: Re: isosurface/function question
Date: 10 Nov 2000 09:30:30
Message: <3A0C0686.D8326DAB@schunter.etc.tu-bs.de>
Ken wrote:
> 
> It's not very intuitive however and probably should be changed
> at the parser level if at all possible.
> 
> One question does arise is how much does a random number do in
> a static equation. If you were running it through a loop I could
> understand using it but I see no real advantage to it the way
> that Ken illustrated it.
> 

I used it in a macro of my IsoWood include generating several random oriented
planes in the isosurface function.  The macro is called with a random seed as
parameter. Of course that's a quite rare construction.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


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From: Ken Cecka
Subject: Re: isosurface/function question
Date: 10 Nov 2000 15:40:26
Message: <3a0c5d3a$1@news.povray.org>
Ken wrote:

> One question does arise is how much does a random number do in
> a static equation. If you were running it through a loop I could
> understand using it but I see no real advantage to it the way
> that Ken illustrated it.
> 

The example I gave was just for simplicity.  Not particularly useful.  What 
I'm really using it in is an attempt at a rock wall.  I looked at David 
Wilkinson's "Wot no superellipsoids?" brick wall and played with that a 
bit, but I want to make a rock wall with more random shapes and positions.  
What I've got so far is:

#declare f1 = function {
  z^8 +                                           //bounds the brick depth
  (cos(y))^8 +                                  //repeating across +/- y
  (cos((x + (                                    //repeating across +/- x
    2 * pi * noise3d(0, floor(y / pi), 0)  //each row gets shifted randomly
  ))/2))^30 -
  0.9                                              //leave room for mortar
}

Using noise3d, the shifts between rows tend to form up in patterns, 
gradually shifting one direction, then back the other.  I'd rather have 
those shifts be completely random.  Based on Chris Huff's explanation, it 
sounds like rand() won't do this for me since it will only be calculated 
onec for the whole function.  So I'll have to play with exagerating the 
shifts produced by noise3d(), or come up with some other pseudo-random 
effect that I can generate on my own.

Ken


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From: David Wilkinson
Subject: Re: isosurface/function question
Date: 10 Nov 2000 17:27:40
Message: <h7so0ts4pqp346s2a36igc03f281lm4p4m@4ax.com>
On Fri, 10 Nov 2000 12:29:41 -0800, Ken Cecka <cec### [at] homecom> wrote:

>The example I gave was just for simplicity.  Not particularly useful.  What 
>I'm really using it in is an attempt at a rock wall.  I looked at David 
>Wilkinson's "Wot no superellipsoids?" brick wall and played with that a 
>bit, but I want to make a rock wall with more random shapes and positions.  
>What I've got so far is:
>
>#declare f1 = function {
>  z^8 +                                           //bounds the brick depth
>  (cos(y))^8 +                                  //repeating across +/- y
>  (cos((x + (                                    //repeating across +/- x
>    2 * pi * noise3d(0, floor(y / pi), 0)  //each row gets shifted randomly
>  ))/2))^30 -
>  0.9                                              //leave room for mortar
>}
>
Ken, my latest isofunction for brick walls etc. is much simpler and might be a
better starting point for you.  I posted the source in p.b.s-f as <Isosurface
mesh>.
(And thanks to Cristoph for for showing me how to use a random function in an
isosurface)
David
----------------------
dav### [at] hamiltonitecom
http://hamiltonite.com/


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From: Chris Huff
Subject: Re: isosurface/function question
Date: 10 Nov 2000 17:43:04
Message: <chrishuff-A1F362.17431110112000@news.povray.org>
In article <3a0c5d3a$1@news.povray.org>, Ken Cecka <cec### [at] homecom> 
wrote:

> Using noise3d, the shifts between rows tend to form up in patterns, 
> gradually shifting one direction, then back the other.  I'd rather have 
> those shifts be completely random. 

Perhaps you would have better luck with a pigment function...crackle, or 
granite...


> Based on Chris Huff's explanation, it sounds like rand() won't do 
> this for me since it will only be calculated onec for the whole 
> function. 

Not quite. You currently have to declare a value outside the function 
and use it, so doing that will calculate it once. If rand() ever becomes 
available inside functions, it will be calculated every time the 
function is evaluated, which will make it useless for isosurfaces. 
(though still useful for patterns, to give a "grainy" effect)


> So I'll have to play with exagerating the shifts produced by 
> noise3d(), or come up with some other pseudo-random effect that I can 
> generate on my own.

Try only evaluating noise3d() at certain points, and scale it very small 
so the "patterns" are smaller than the rocks.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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