POV-Ray : Newsgroups : povray.windows : Irregular objects Server Time
24 Nov 2024 23:52:40 EST (-0500)
  Irregular objects (Message 1 to 3 of 3)  
From: George
Subject: Irregular objects
Date: 16 Feb 1998 22:05:17
Message: <34e90bc1.0@news.stmuc.com>
I would like to know how to create irregular objects in POV, I would like to
make my own shapes without having to necessarily use the standard
primitives.

Thanx
George


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From: Ken Cecka
Subject: Re: Irregular objects
Date: 17 Feb 1998 03:54:03
Message: <34e95cf0.0@news.stmuc.com>
There are many different ways to create irregular or organic objects, each
with strengths and weaknesses.  To save some time on elaborating on
everything in the book, what specifically are you interested in?  There are
many utilities available, and I'd be happy to recommend one.

Ken

George wrote in message <34e### [at] newsstmuccom>...
>I would like to know how to create irregular objects in POV, I would like
to
>make my own shapes without having to necessarily use the standard
>primitives.
>
>Thanx
>George
>
>


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From: ReVerSi
Subject: Re: Irregular objects
Date: 22 Mar 1998 14:49:31
Message: <35156B4A.3288@t-online.de>
George wrote:
> 
> I would like to know how to create irregular objects in POV, I would like to
> make my own shapes without having to necessarily use the standard
> primitives.
> 
> Thanx
> George

Hi,

one of the apparently simpliest methods for creating really irregular
objects is using a noise3d-function in an isosurface-object. Yet I
did'nt understand completely the syntax of isosurfaces, but recently I'd
downloaded a pov-file describing an asteeroid-field which looks very
convincing. (Sorry, did forget the author and URL)

Otherwise you can realise it with bezier_objects, must easily using the
>randomise<_tool of spatch.

Also I've an app for calculating mesh_objects for which I most recently
wrote a small tool that allows to disturb the regular mathematical
surfaces in a very controlled manner. This is essentially good for
creation of >regular_irregulars< (or >irregular_regulars< ??), I think.

Finally I did read some weeks ago in a newsgroup, that one has solved
this by intersecting pov-primitives with heightfields. I did some
experiments on this stuff but the results did'nt convince me (propably
due to my own missing experience with heightfields).

Last not least you may do this to some extent by using bump_normals,
color_maps with partial invisible (transparent) ranges by applying some
turbulence to it.

What of these is the appropriate method really depends on what you
specifically want to do.


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