Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    Fractal surface

    SDK Help
    0
    40
    24.5k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 06/06/2010 at 19:50, xxxxxxxx wrote:

      okay so I'm getting some good results now but I want to add some bulges throughout the rock.   Take a look at this image.

      you can see that this particular spacerock is a bit too perfect.  I want to use the noise functions to create som random buldges to the overall shape of the rock.  Is it possible to apply noise to the whole rock?   Does anyone have any thoughts on how I could accomplish these random bulges?

      Would it work to create a random function and then iterate through the rock's points again and only apply noise to random points this time?

      Thanks in advance.

      ~Shawn

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 06/06/2010 at 21:46, xxxxxxxx wrote:

        you could use another noise and do something like if (noise>0.8) add certain ammount to point offset
        plus, you should add different results to the x, y and z part of the points.. like

          
          
                          Real rmf1 = RidgedMultifractal(arr, 1 + points[i]*factor.x, 20, 0, 1)*strength.x;  
                          Real rmf2 = RidgedMultifractal(arr, 2 + points[i]*factor.y, 20, 0, 1)*strength.y;  
                          Real rmf3 = RidgedMultifractal(arr, 3 + points[i]*factor.z, 20, 0, 1)*strength.z;  
                          points[i] += Vector(rmf1,rmf2,rmf3);  
        

        hope this helps

        edit: plus you really should use bools for the noise types so to make a mix off all of them 🙂

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 07/06/2010 at 05:14, xxxxxxxx wrote:

          I'm not sure what you mean by factor.x is factor a vector?   and is strength a vector?   or should the .x .y and .z be on the points _?

          Thanks,

          ~Shawn

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 07/06/2010 at 05:30, xxxxxxxx wrote:

            those are vectors you can let the user change, to adjust the size (factor) and the strength of the noise..

            btw, i could think that it would be a good idea to take the normal direction into account. i'd share my normal calculation code with you, but its only for faces and point normals are not really working.

            1 Reply Last reply Reply Quote 0
            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 08/06/2010 at 17:56, xxxxxxxx wrote:

              can someone provide me an example of layering noise functions.  many resources mention that it is important to layer noise functions.  I am not entirely sure what is exactly meant by that.  Could someone elaborate?

              Thanks,

              ~Shawn

              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 08/06/2010 at 21:42, xxxxxxxx wrote:

                there are many ways how you can mix some noises. for example:

                  
                Vector someNoise = 0;  
                someNoise.x = RidgedMultifractal(arr, 1 + points[i]*factor.x, 20, 0, 1)*strength.x;  
                someNoise.y = RidgedMultifractal(arr, 2 + points[i]*factor.y, 20, 0, 1)*strength.y;  
                someNoise.z = RidgedMultifractal(arr, 3 + points[i]*factor.z, 20, 0, 1)*strength.z;  
                  
                Vector anotherNoise = 0;   
                anotherNoise.x = Turbulence(points[i]*anotherFactor.x,20, false) * anotherStrength.x; anotherNoise.y = Turbulence(points[i]*anotherFactor.y,20, false) * anotherStrength.y; anotherNoise.z = Turbulence(points[i]*anotherFactor.z,20, false) * anotherStrength.z;  
                  
                Vector myNoise = Mix (someNoise,anotherNoise,mix);  
                

                where mix is a user value or jet another noise...

                or you could multiply
                Vector myNoise = someNoise * anotherNoise;

                or add
                Vector myNoise = someNoise + anotherNoise;

                or just try anything out.. there are just too many things you can do 🙂

                hope it helps..

                1 Reply Last reply Reply Quote 0
                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 09/06/2010 at 15:51, xxxxxxxx wrote:

                  Okay that's easy enough.,. thanks a lot. ello!

                  ~Shawn

                  1 Reply Last reply Reply Quote 0
                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 11/06/2010 at 04:16, xxxxxxxx wrote:

                    Originally posted by xxxxxxxx

                    ..btw, i could think that it would be a good idea to take the normal direction into account. i'd share my normal calculation code with you, but its only for faces and point normals are not really working.

                    As an aside, here is some Normal info...

                    For faces, you can simply do:

                      
                         Vector *padr = ToPoly(op)->GetPointW();   
                         CPolygon *polys = ToPoly(op)->GetPolygonW();   
                         Vector vNorm = CalcFaceNormal(padr, polys[poly_of_interest]);   
                    

                    For Point Normals, I created a helper structure, similar to how the UVWStruct is used...

                      
                    struct NormalStruct   
                    {   
                         NormalStruct(_DONTCONSTRUCT dc) : a(DC), b(DC), c(DC), d(DC) { }   
                      
                         NormalStruct(void) {}   
                         NormalStruct(const Vector &t;_a, const Vector &t;_b, const Vector &t;_c, const Vector &t;_d) { a=t_a; b=t_b; c=t_c; d=t_d; }   
                         NormalStruct(const Vector &t;_a, const Vector &t;_b, const Vector &t;_c) { a=t_a; b=t_b; c=t_c; }   
                      
                         Vector a,b,c,d;   
                    };   
                    

                    ...for Point Normals, you want "a normal for every vertex/point of every polygon" (ie. not just one per point) - this allows for Phong Edge-Breaks in the shading. So, assuming that the mesh _has_ a Phong Tag, you can just do:

                      
                         NormalStruct *pNorms = (NormalStruct * )ToPoly(op)->CreatePhongNormals();   
                    

                    ...the CreatePhongNormals() routine will return a pointer to an array of Point Normals - **4** normals for every polygon in the mesh (just like the UVW Tag returns 4 uv coordinates per polygon). This is the same as the NormalStruct I list above, so you can use that structure to access the (a,b,c,d) normals.

                    If the mesh doesn't have a Phong Tag (ie. CreatePhongNormals() returns a Null), you can either skip it, or generate normals based on averaging the face normals (I'd suggest writing your own routine that does this, allocating, filling in and returning the same NormalStruct pointer/array).

                    Be sure to GeFree(pNorms) when done.

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 11/06/2010 at 04:36, xxxxxxxx wrote:

                      thanks giblet for your input.. at the moment i am averaging the neighbouring polygon normals and it works like this on a standard sphere for example:

                      this is how i calculate it:

                        
                         
                                    neighbor.GetPointPolys(i, &dadr, &dcnt);  
                                    polyNormal=0;  
                                    for (int j=0;j<dcnt;j++)  
                                    {  
                                        if (dadr[j]<maxcount)  
                                        {  
                                            polyNormal += polygonNormal(nCalc1,nCalc2,padr,pol,dadr[j]);  
                                        }  
                                    }  
                                    polyNormal /= dcnt;  
                      

                      where polygonNormal(...) is returning the correct mormal for each polygon as it is working in my plugin.

                      it seems to me that there is an invisible cut going thru the mesh which results in wrong or no neighbour

                      any ideas?

                      cheers,
                      ello

                      btw: sorry for the hijacking here...

                      1 Reply Last reply Reply Quote 0
                      • H
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 11/06/2010 at 05:01, xxxxxxxx wrote:

                        Hmmm.. not sure. Are you calling neighbor.Init() before trying to use it?

                        Here's some code I've been using (several class member variables are set up elsewhere, but it should be self-explanitory)...

                          
                        Bool MeshMap::GetSrcVertexNormals(void)   
                        {   
                             LONG i, j, faceCnt, *pFaces = NULL;   
                             Vector vNorm, *pNorm;   
                          
                             // initialize neighbor class... this is used to compute m_SrcvNorms   
                             if( !m_Neighbor.Init(m_numSrcVerts, m_SrcPolys, m_numSrcPolys, NULL) )   
                                  return false;   
                          
                             StatusSetText("Computing Vertex Normals...");   
                          
                             pNorm = &m;_pSrcvNorms[0];   
                             for(i=0; i<m_numSrcVerts; i++)   
                             {   
                                  vNorm = Vector();          // (re)intitialize   
                                  m_Neighbor.GetPointPolys(i, &pFaces;, &faceCnt;);   
                                  if( faceCnt )   
                                  {   
                                       for(j=0; j<faceCnt; j++)   
                                       {   
                                            Vector n = CalcFaceNormal(m_pxfSrcVerts, m_SrcPolys[pFaces[j]]);   
                                            vNorm += !n;   
                                       }   
                                       vNorm /= faceCnt;     // average the normal(s)   
                                       *pNorm = !vNorm;     // normalize and store   
                                  }   
                                  else   
                                       *pNorm = Vector(0.0,1.0,0.0);   
                                  pNorm++;   
                             }   
                             return true;   
                        }   
                          
                        

                        EDIT: Note... this code only generates a normal-per-vertex, which is contrary to my suggestion in my previous reply (this particular implementation didn't need to concern itself with phong-edge-breaks).

                        1 Reply Last reply Reply Quote 0
                        • H
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 11/06/2010 at 05:59, xxxxxxxx wrote:

                          thank you very much. i'll see if i can fix it with this input. i remember i didnt normalize it so maybe that coul cause it...

                          1 Reply Last reply Reply Quote 0
                          • H
                            Helper
                            last edited by

                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                            On 26/06/2010 at 18:25, xxxxxxxx wrote:

                            Hi Giblet,

                            Thank you for offering your struct for us to see.   After I add your struct to my code and then use

                            NormalStruct \*pNorms = (NormalStruct \* )ToPoly(op)->CreatePhongNormals()
                            

                            how do I use the NormalStruct pNorms?

                            could you give me an example of how I would then move a point along the normal that I found?

                            Thanks,

                            ~Shawn

                            1 Reply Last reply Reply Quote 0
                            • H
                              Helper
                              last edited by

                              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                              On 26/06/2010 at 22:51, xxxxxxxx wrote:

                              Hi Shawn,

                              The pNorms pointer will point to 'an array' of NormalStruct(s) - one for each polygon of the mesh.

                              A 'Normal' (call it vNorm) is a 'Unit Vector' (a vector who's length == 1.0) and the x/y/z values define a 'direction'.

                              So, given the above, if you multiply a float (Real rDist) distance value times a Normal (who's length is 1.0), you get a new Vector/Vertex that is rDist distance in vNorm direction.

                              I often use the following macro:

                                
                              #define ray_project(vStart, vDir, rDist)     ((vStart) + ((vDir) * (rDist))) //given the start point of a line, the direction and a distance, return end point   
                              

                              ...where:

                              vStart - is any Vector/Point/Vertex that defines the start position
                              vDir - is any Normal Vector
                              vDist - is the floating point (Real) distance value that I want to travel/project.

                              ...so example code might look something like so:

                                
                              Vector *pPoints = op->GetPointW();   
                              CPolygon *pPolys = op->GetPolygonW();   
                              ...   
                              LONG pNdx = 0; // poly index   
                              CPolygon *pPoly = &pPolys;[pNdx];   
                                
                              ...   
                              Vector vStart = pPoints[pPoly->a];   
                              Vector vDir = pNorms[pNdx].a;   
                              Real rDist = 5.0;   
                              ...   
                              Vector vEnd = ray_project(vStart, vDir, rDist);   
                              

                              ...so, vEnd would be a Point that is 5.0 distance from the first Point in the first Polygon of the mesh, along (in the direction of) the Normal of that Point.

                              1 Reply Last reply Reply Quote 0
                              • H
                                Helper
                                last edited by

                                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                On 26/06/2010 at 23:04, xxxxxxxx wrote:

                                ...or something like that :).

                                Basically, anywhere you get a poly reference, you can also get the NormalStruct the same way - the difference between a CPolygon and a NormalStruct is that the elements (a,b,c,d) of the CPolygon are 'indices' into the points array and the elements of the NormalStruct are the actual Normal Vectors themselves, so:

                                  
                                NormalStruct *pNorms = (NormalStruct * )ToPoly(op)->CreatePhongNormals();   
                                NormalStruct ns = pNorms[x]; // x == whatever polygon you are interested in   
                                Vector vNormA = ns.a; // Normal for Point a of Polygon   
                                Vector vNormB = ns.b; // Normal for Point b of Polygon   
                                Vector vNormC = ns.c; // Normal for Point c of Polygon   
                                Vector vNormD = ns.d; // Normal for Point d of Polygon   
                                

                                Cheers.

                                1 Reply Last reply Reply Quote 0
                                • H
                                  Helper
                                  last edited by

                                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                  On 27/06/2010 at 03:40, xxxxxxxx wrote:

                                  BTW, I also remembered this topic (Normals / NormalStruct) comming up before, so I went back and found this thread, that has a lot of the same info in it (including a routine I used to generate a NormalStruct array if CreatePhongNormals() fails).

                                  1 Reply Last reply Reply Quote 0
                                  • H
                                    Helper
                                    last edited by

                                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                    On 27/06/2010 at 05:04, xxxxxxxx wrote:

                                    Awesome thanks a lot for you help Giblet!    That helped a lot!

                                    ~Shawn

                                    1 Reply Last reply Reply Quote 0
                                    • First post
                                      Last post