POV-Ray : Newsgroups : povray.general : Mapping Textures on irregular shapes : Re: Mapping Textures on irregular shapes Server Time
17 May 2024 17:21:07 EDT (-0400)
  Re: Mapping Textures on irregular shapes  
From: Josh
Date: 1 May 2020 14:50:01
Message: <web.5eac6f3672e01857dc1270cd0@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Josh" <nomail@nomail> wrote:
>
> > > A starting point :
> > > function { Fnct01(x+sin(y*2+z*3),y-cos(x*7),z+cos(y*5)) }
>
> I honestly can't even begin to imagine what inspired _that_.
>
> > That produced interesting results. It split the shape up and duplicated it a
> > bunch of times. I'll have to think about it.
>
> You and me both  :O
>
> > In the meantime, does anyone know what the isosurface function would be for a
> > rounded box?
>
> As a matter of fact, I do!  :)
>
> #declare R = 20;
> #declare RoundedBox = function {pow(x,R) + pow(y,R) + pow(z,R) - 1} // rounded
> cube
>
> I haven't tried making all of the R's different ... yet   ;)
>
> Hope it's going well, and you're making progress.

Well, it's interesting. I was hoping that the rounded box would be in the form
of:
float sdRoundBox( vec3 p, vec3 b, float r )
{
  vec3 q = abs(p) - b;
  return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0) - r;
}

from the Inigo Quilez examples you posted earlier. I'm trying to figure out how
to union/merge boxes together and then round them all together. The math is
confusing me. I took enough calculus years ago I should be able to figure it
out, lol. His SDF functions are very similar to isosurface functions, yet they
are different enough I can't get them to match. In his SDF functions he is able
to simply subtract r from the function to round a shape, but I can't get the
isosurface functions to match that.

Josh


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