Blobs are an interesting and flexible object type. Mathematically they are iso-surfaces of scalar fields, i.e.
their surface is defined by the strength of the field in each point. If this strength is equal to a threshold value
you are on the surface otherwise you are not.
Picture each blob component as an object floating in space. This object is filled with a field that has
its maximum at the center of the object and drops off to zero at the object's surface. The field strength of all those
components are added together to form the field of the blob. Now POV-Ray looks for points where this field has a given
value, the threshold value. All these points form the surface of the blob object. Points with a greater field value
than the threshold value are considered to be inside while points with a smaller field value are outside.
There's another, simpler way of looking at blobs. They can be seen as a union of flexible components that attract
or repel each other to form a blobby organic looking shape. The components' surfaces actually stretch out smoothly and
connect as if they were made of honey or something similar.
The syntax for blob is defined as follows:
BLOB:
blob { BLOB_ITEM... [BLOB_MODIFIERS...]}
BLOB_ITEM:
sphere{<Center>, Radius,
[ strength ] Strength[COMPONENT_MODIFIER...] } |
cylinder{<End1>, <End2>, Radius,
[ strength ] Strength [COMPONENT_MODIFIER...] } |
component Strength, Radius, <Center> |
threshold Amount
COMPONENT_MODIFIER:
TEXTURE | PIGMENT | NORMAL | FINISH | TRANSFORMATION
BLOB_MODIFIER:
hierarchy [Boolean] | sturm [Boolean] | OBJECT_MODIFIER
Blob default values:
hierarchy : on
sturm : off
threshold : 1.0
The threshold keyword is followed by a float value which determines the total field strength value
that POV-Ray is looking for. The default value if none is specified is threshold 1.0 . By following the
ray out into space and looking at how each blob component affects the ray, POV-Ray will find the points in space where
the field strength is equal to the threshold value. The following list shows some things you should know about the
threshold value.
-
The threshold value must be positive.
-
A component disappears if the threshold value is greater than its strength.
-
As the threshold value gets larger, the surface you see gets closer to the centers of the components.
-
As the threshold value gets smaller, the surface you see gets closer to the surface of the components.
Cylindrical components are specified by a cylinder statement. The center of the end-caps of the
cylinder is defined by the vectors <End1> and <End2> . Next
is the float value of the Radius followed by the float Strength. These vectors and floats are
required and should be separated by commas. The keyword strength may optionally precede the strength
value. The cylinder has hemispherical caps at each end.
Spherical components are specified by a sphere statement. The location is defined by the vector <Center> .
Next is the float value of the Radius followed by the float Strength. These vector and float
values are required and should be separated by commas. The keyword strength may optionally precede the
strength value.
You usually will apply a single texture to the entire blob object, and you typically use transformations to change
its size, location, and orientation. However both the cylinder and sphere statements may
have individual texture, pigment, normal, finish, and transformations applied to them. You may not apply separate interior
statements to the components but you may specify one for the entire blob.
Note: by unevenly scaling a spherical component you can create ellipsoidal
components. The tutorial section on "Blob Object" illustrates
individually textured blob components and many other blob examples.
The component keyword
is an obsolete method for specifying a spherical component and is only used for compatibility with earlier POV-Ray
versions. It may not have textures or transformations individually applied to it.
The strength parameter
of either type of blob component is a float value specifying the field strength at the center of the object. The
strength may be positive or negative. A positive value will make that component attract other components while a
negative value will make it repel other components. Components in different, separate blob shapes do not affect each
other.
You should keep the following things in mind.
-
The strength value may be positive or negative. Zero is a bad value, as the net result is that no field was added
-- you might just as well have not used this component.
-
If strength is positive, then POV-Ray will add the component's field to the space around the center of the
component. If this adds enough field strength to be greater than the threshold value you will see a surface.
-
If the strength value is negative, then POV-Ray will subtract the component's field from the space around the
center of the component. This will only do something if there happen to be positive components nearby. The surface
around any nearby positive components will be dented away from the center of the negative component.
After all components and the optional threshold value have been specified you may specify zero or more
blob modifiers. A blob modifier is any regular object modifier or the hierarchy or sturm
keywords.
The components of each blob object are internally bounded by a spherical bounding hierarchy to speed up blob
intersection tests and other operations. Using the optional keyword hierarchy followed by an optional
boolean float value will turn it off or on. By default it is on.
The calculations for blobs must be very accurate. If this shape renders improperly you may add the keyword
sturm followed by an optional boolean float value to turn off or on POV-Ray's slower-yet-more-accurate Sturmian
root solver. By default it is off.
An example of a three component blob is:
BLOB:
blob {
threshold 0.6
sphere { <.75, 0, 0>, 1, 1 }
sphere { <-.375, .64952, 0>, 1, 1 }
sphere { <-.375, -.64952, 0>, 1, 1 }
scale 2
}
If you have a single blob component then the surface you see will just look like the object used, i.e. a sphere or
a cylinder, with the surface being somewhere inside the surface specified for the component. The exact surface
location can be determined from the blob equation listed below (you will probably never need to know this, blobs are
more for visual appeal than for exact modeling).
For the more mathematically minded, here's the formula used internally by POV-Ray to create blobs. You do not need
to understand this to use blobs. The density of the blob field of a single component is:
where distance is the distance of a given point from the spherical blob's center or cylinder blob's axis.
This formula has the nice property that it is exactly equal to the strength parameter at the center of the component
and drops off to exactly 0 at a distance from the center of the component that is equal to the radius value. The
density formula for more than one blob component is just the sum of the individual component densities.
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