Sounds to me like you're complicating things a little too much – you shouldn't need to use any expressions to do this (well… maybe one; but that's if you don't want to use CHOPs)
Try this:
1. Build your curve with a curve sop followed by a resample sop (much like you're doing now). The curve can have any orientation, but start building one on the XZ plane.
2. Plunk down an Add sop with a single point at {0,0,0} and a single poly with one point {0}. Follow the add sop with a point sop and set it to “Add Normals”, and put the value {0,0,1} for the normal.
3. Put down a Sweep sop and feed the output of step #2 into its first input (“Cross Section”), and the output of step #1 to its second input (“Backbone”) – leave everything at default.
4. Build your domino (just one) sitting on the XZ plane (its height in Y, depth in Z, and width in X). offset it in Z (depth) so the edge doing the X-rotation is on the X-axis (so you pivot on the edge and not the middle).
5. Add a Copy sop, and feed the domino shape to its first input (“Primitives to Copy”) and the output of step #3 (sweep) into its second input (“Template to Copy to”). Get rid of “Transform Cumulative” (but keep “rotate to normals”). Now put the “tumble” expression in the Copy's RX channel – say something like “clamp($FF-($PT*30),0,90)” – or use CHOPs for completely “expression-free” dominoes!
… that's not to say you *can't* use expressions… but you'd end up pretty much duplicating the above, so it's not really worth it.
Found 345 posts.
Search results Show results as topic list.
Houdini Lounge » Object rotation that accounts for point normals
- Mario Marengo
- 941 posts
- Offline
Technical Discussion » dPds...dPdt
- Mario Marengo
- 941 posts
- Offline
AndrewVKYes; they are tangents, and they are “aligned” with the parametric UVs. As Mark E. explained to me recently though, they are not derivatives (of P wrt. u and v), but that doesn't matter here.
If I understand correctly,
dPdS and dPdt in the Shading context are the tangents
of a point on a surface relative to the parametric s and t coordinates.
AndrewVKYes. Or, more properly: cross(dPds/Du(s),dPdt/Dv(t))
And the global variable N can also be represented
as a cross(dPdS and dPdt) ?????
AndrewVKYes, it would be nice
It would be nice to have global variables dPds and dPdt
in the VEX SOP context, they would be very useful while
working with NURBS curve/surface.
I can see why it's not there though.
In the shading context, the renderer is always examining a little “neighbouhood” of the surface(s). How big this patch is, depends on the shading rate (among other things), but it will never be a single point sample. As a result, Mantra can tell how s and t (and any other variable) changes within this tiny patch, by evaluating the shader at (at least) the corners, and so can calculate how any other var has changed relative to those two.
This is not true for the other contexts. There's no process scanning the surface for you.
AndrewVKWhat you're doing seems like just about the only way to do it (AFAIK).
Currently to calculate them I use “AttribCreate SOP” with “primduv” expression:
<snip>
S and t are the “build in” surface property, right?
And yea, Uniform Spline usually works OK… but I know what you mean: Just give me the real uv's please!!
There *are* those other two cryptic functions unituv() and realuv(), but they both *take* real- or unit-uv's as parameters! … and we keep chasing our tail….(BTW: have you ever found any use for unituv() or realuv() in any context? .. I'm starting to suspect SESI just put them there as a little joke: “you want unit parametric uv's? HA! You'll first need to give me the *REAL* parametric uv's! MUUUAAAAHAHAHAHAH!”)
I think this calls for an RFE:
The sotware *knows* what the parametric UVs are for any point/vertex. Could we please get this as another standard point/vertex variable? – not asking for dPd-anything; just plain ol' parametric uv's.
OTOH, maybe it's already there in 6.0 and I just haven't seen it :roll:
Technical Discussion » shadow map in Houdini
- Mario Marengo
- 941 posts
- Offline
ykcosmo
I can make shadow map now,
light distantlig(
float intensity = 1;
color lightcol = 1;
)
{
vector dir = vector “shader” (0,0,1);
solar(dir, 0)
Cl = intensity * lightcol ;
}
this is my light shader. how to insert the shadow map to my custom light shader?
1. Add a string parameter so you can tell your shader what the name of the shadow map is (if any).
2. After calculating the light intensity, you look up the given shadow map (with the map's name and the surface point “Ps” as parameters) and see if the light is blocked for the current sample. You attenuate the intensity according to this info.
Also note that shadows are hardly ever absolute *black*. So it's good to add a control to tint the shadow.
3. Given that these are mapped shadows (as opposed to ray-traced), it's a good idea to add controls for “bias” and “blur”.
4. If you're using PRMan11, then it'd be wise to add the option of actually tracing the shadows (instead of using the maps).
5. Your surface shaders may want to limit light contributions to just the diffuse component, or just the specular component. You can specify this (to the rest of the shading system) by using the special parameters __nondiffuse and __nonspecular – see the PRMan help.
6. Sometimes light masks are not enough. This happens when parts of the same object need to be lit by a subset of the group in the mask (for some effect). This can, again, be done through the use of the special string parameter “__category” – see the PRMan help.
7. It is not uncommon to want to do a “shadow” pass. One way to do this is to “reverse” the lighting – light where there is shadow and black everywhere else. It doesn't directly give you an alpha mask but you can get that from the luminance.
8. Always a good idea to add controls for how the sampling (of either the map or the solid cone in the case of tracing) is done. So we add that as well. Be aware that for maps, a value of 16 makes little difference in render time, but this number of samples has a much greater impact if shadows are traced – samples and blur are tightly linked; see the PRMan help.
Why mention all of this? Because these things are common to *all* light shaders.
If you get into the habit of keeping all these things in mind *now*, then you won't have to reinvent your light shaders a thousand times as your needs grow.
Here's your shader with the modifications I mentioned above – you can use it as a little template for most basic light shaders (cone, point, etc):
light distantlig(
string __category = “Distant”;
float __nondiffuse=0,__nonspecular=0;
float intensity=1 ;
color lightcolor=1 ;
float traceshadows = 0;
string shadowmap = “”;
color shadowcolor = 0;
float invertshadow=0;
float shadowsamples=1;
float shadowblur=0;
float shadowbias=.05;
)
{
float Kshadow;
uniform string shmaptraceshadows!=1)?shadowmap:“raytrace”;
solar(vector “shader” (0,0,1), 0.0 ) {Cl = intensity * lightcolor;}
if (shmap != “”) {
Kshadow=shadow(shmap,Ps,“samples”,shadowsamples,“bias”,shadowbias,
“blur”, shadowblur);
Kshadow=invertshadow==0?Kshadow:1-Kshadow;
Cl = mix(Cl,shadowcolor,Kshadow);
}
}
Technical Discussion » Daft shader question
- Mario Marengo
- 941 posts
- Offline
Any rotation, stretching, or distortion of any kind, has nothing to do with your shader (which simply assume that s and t are well defined) and everything to do with how you are applying your texture coordinates.
Make sure your geometry gets a properly defined MAPU and MAPV, and your noise will work fine.
BTW; you don't need to specify “rgb” when declaring a color since that is the default color space; so that line could be just:
color Ct=mix(color(bw),Cs,d);
Make sure your geometry gets a properly defined MAPU and MAPV, and your noise will work fine.
BTW; you don't need to specify “rgb” when declaring a color since that is the default color space; so that line could be just:
color Ct=mix(color(bw),Cs,d);
Technical Discussion » Stats on the VEX noise() function.
- Mario Marengo
- 941 posts
- Offline
The VEX docs don't currently include any stats on the various noise functions.
Anyone writing a vex library dealing with noise has probably either guessed at those values, or simply generated their own. Generating your own is a bit of a pain though, so not everyone goes through with it.
I recently had to do some porting of the fBm() family of functions (from PRMan to VEX), and had to generate my own stats; so I'm including them here in case someone finds them useful…. (I also get to try posting images to the forum ).
I've only needed to do noise(), so it's the only one I have for now….
Also; I haven't done a power spectrum… but you're welcome to contribute
—————————————————————————-
At a glance:
—||————-|————-|————-|————-|
|| Average | Min | Max | StdDev |
—||————-|————-|————-|————-|
1D || 0.500622 | 0.230801 | 0.764858 | 0.078628 |
—||————-|————-|————-|————-|
2D || 0.500181 | 0.133608 | 0.872062 | 0.096241 |
—||————-|————-|————-|————-|
3D || 0.500015 | 0.080738 | 0.938078 | 0.100296 |
—||————-|————-|————-|————-|
4D || 0.499978 | 0.105358 | 0.943282 | 0.099715 |
—||——————————————————–
Histograms:
(normalized to the highest population.)
The data was gathered from 380160 samples covering ~100 units in each dimension. The distribution was random (using nrandom()). The number of samples is simply the number taken by Mantra to do a full D1 (740x486) frame at the default shading rate. The samples were then reassembled into 1000 “slots” using weighted averages.
The ranges shown are the absolute extremes recorded; this doesn't mean the can't be “eaten into” somewhat – we're talking about ~.01% of the hits landing at those extremes.
Mapping Curves:
Vex doesn't support arrays (yet? ), so you can't use the data directly. Luckily, these curves can be approximated pretty closely (well… the 1D case is not all that close, actually… but close enough?) with a “standard” power-ease function (likely the equiv of raising the result of VEX's smooth() function to some power, though I haven't checked this… so “caveat emptor”). The function mentioned in the graph below “itp_easep()” is just such an ease function, and has the following signature:
float itp_easep( float v1, float v2, float amount, float power);
EDIT:
Actually, I just realized that my little itp_easep() function (which I wrote a loooong time ago) is not very standard at all!
So; here goes the definition of that function (it's just two power functions joined in the middle, with one half the reverse of the other:
float itp_easep(float t1, float t2, float tcurr, float k) {
float tmp=clamp((tcurr-t1)/(t2-t1),0,1);
if(tmp<=.5)return pow(tmp*2,k)*.5;
return 1-(pow((1-tmp)*2,k)*.5);
}
A power of 1 gives linear interp, 2 is close to what you get with smooth(), and so on. Values <1 (but >0) go the other way.
So… nope; using the power version of vex::smooth() would *not* give the same results.
This puppy is circa 1994 or so… and I have *no idea* what drove me to write it that way; but there you have it. :roll:
However; it does a much better job of approximating the curves than the standard smooth/ease functions.
EDIT_END
The data:
This is in “.clip” format so you can read them directly into chops.
These are 100-step (step=0.01) histograms, so the curves will look smoother than the ones above.
###############################################################
# 1D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500622
# Variance: 0.006182
# Standard Deviation: 0.078628
# Highest Pop: 4753.738000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F1_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.002245 0.002058 0.001192 0.001001 0.004763 0.030034 0.026079 0.027418 0.045455 0.061347 0.080178 0.092453 0.081482 0.097738 0.097027 0.128490 0.136344 0.165633 0.222066 0.251421 0.288365 0.329452 0.418484 0.575634 0.626735 0.633711 0.777054 1.000000 0.771945 0.709348 0.607841 0.517840 0.410206 0.319801 0.279858 0.255485 0.224064 0.143933 0.096267 0.130723 0.100700 0.107149 0.076993 0.070557 0.060141 0.073390 0.071131 0.046027 0.029878 0.013330 0.013560 0.005117 0.001055 0.000903 0.000264 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F1_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000198 0.000379 0.000484 0.000573 0.000993 0.003641 0.005940 0.008358 0.012366 0.017775 0.024844 0.032996 0.040181 0.048799 0.057354 0.068683 0.080705 0.095309 0.114889 0.137058 0.162484 0.191532 0.228431 0.279187 0.334448 0.390324 0.458839 0.547011 0.615076 0.677621 0.731216 0.776876 0.813045 0.841242 0.865918 0.888445 0.908202 0.920893 0.929381 0.940907 0.949786 0.959234 0.966022 0.972243 0.977546 0.984017 0.990289 0.994347 0.996982 0.998157 0.999353 0.999804 0.999897 0.999977 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 2D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500181
# Variance: 0.009262
# Standard Deviation: 0.096241
# Highest Pop: 1790.664000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F2_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000028 0.000122 0.000162 0.000106 0.000218 0.000059 0.000274 0.000655 0.001485 0.002255 0.003588 0.004288 0.007439 0.012203 0.015884 0.025352 0.034406 0.044183 0.062476 0.082840 0.098359 0.117990 0.149053 0.184533 0.215427 0.244724 0.286298 0.314445 0.361522 0.407039 0.452586 0.505367 0.548137 0.590472 0.647604 0.706804 0.759548 0.812172 0.872257 0.919622 0.958349 1.000000 0.963377 0.922290 0.891017 0.834239 0.793038 0.728635 0.679059 0.609597 0.548920 0.496146 0.453007 0.399705 0.353106 0.315705 0.278033 0.247265 0.204562 0.177298 0.151885 0.130074 0.103540 0.079676 0.059687 0.043629 0.031968 0.023804 0.016086 0.013229 0.009592 0.004379 0.003043 0.001847 0.001343 0.000534 0.000460 0.000264 0.000123 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F2_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000001 0.000007 0.000014 0.000019 0.000029 0.000032 0.000044 0.000074 0.000141 0.000244 0.000406 0.000601 0.000939 0.001493 0.002215 0.003366 0.004928 0.006935 0.009772 0.013534 0.018001 0.023359 0.030128 0.038508 0.048291 0.059404 0.072405 0.086685 0.103103 0.121587 0.142140 0.165090 0.189982 0.216797 0.246206 0.278304 0.312796 0.349679 0.389290 0.431052 0.474573 0.519985 0.563734 0.605618 0.646081 0.683965 0.719979 0.753068 0.783906 0.811589 0.836516 0.859048 0.879620 0.897771 0.913806 0.928143 0.940769 0.951998 0.961288 0.969339 0.976237 0.982144 0.986846 0.990464 0.993175 0.995156 0.996608 0.997689 0.998419 0.999020 0.999455 0.999654 0.999792 0.999876 0.999937 0.999962 0.999982 0.999994 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 3D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500015
# Variance: 0.010059
# Standard Deviation: 0.100296
# Highest Pop: 1578.500000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F3_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000037 0.000123 0.000422 0.000685 0.001248 0.002510 0.003916 0.004811 0.006070 0.010295 0.018088 0.025762 0.035861 0.044110 0.060203 0.074378 0.090974 0.122607 0.147435 0.174825 0.206790 0.236697 0.279901 0.324030 0.363813 0.411561 0.465354 0.513959 0.567751 0.622045 0.675084 0.735716 0.801255 0.849787 0.889913 0.929477 0.963542 0.993425 1.000000 0.996568 0.954767 0.925325 0.894760 0.852170 0.816884 0.749992 0.702860 0.648880 0.578882 0.520851 0.469637 0.424586 0.383052 0.329244 0.297550 0.256724 0.219398 0.187291 0.155669 0.125576 0.100248 0.079951 0.065369 0.047995 0.037169 0.026767 0.022329 0.015738 0.010870 0.007720 0.004606 0.001779 0.000838 0.000864 0.000229 0.000373 0.000049 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F3_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000002 0.000007 0.000024 0.000052 0.000102 0.000204 0.000364 0.000560 0.000807 0.001226 0.001962 0.003011 0.004470 0.006266 0.008716 0.011744 0.015447 0.020437 0.026438 0.033554 0.041971 0.051606 0.062999 0.076188 0.090996 0.107748 0.126689 0.147609 0.170719 0.196038 0.223516 0.253462 0.286076 0.320665 0.356887 0.394720 0.433940 0.474375 0.515079 0.555642 0.594504 0.632168 0.668588 0.703274 0.736524 0.767051 0.795660 0.822071 0.845634 0.866834 0.885950 0.903232 0.918823 0.932225 0.944336 0.954786 0.963716 0.971339 0.977675 0.982787 0.986867 0.990121 0.992782 0.994736 0.996249 0.997338 0.998247 0.998888 0.999330 0.999644 0.999832 0.999904 0.999938 0.999973 0.999983 0.999998 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 4D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.499978
# Variance: 0.009943
# Standard Deviation: 0.099715
# Highest Pop: 1548.046000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F4_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000012 0.000246 0.000742 0.000847 0.000844 0.001279 0.001694 0.002297 0.003345 0.006180 0.009538 0.010703 0.016767 0.022965 0.028571 0.039932 0.051898 0.067403 0.086093 0.108445 0.137303 0.169761 0.205641 0.251942 0.292746 0.340985 0.391007 0.432982 0.486582 0.545669 0.601162 0.667632 0.724835 0.780553 0.846369 0.892391 0.927311 0.942968 0.965462 0.979918 1.000000 0.983420 0.976504 0.949250 0.921267 0.887076 0.836389 0.778718 0.715137 0.660345 0.599298 0.542786 0.479091 0.433089 0.381252 0.342628 0.290684 0.249994 0.207826 0.184367 0.152494 0.129394 0.105463 0.081894 0.062983 0.046957 0.035568 0.028333 0.020613 0.014703 0.010851 0.007759 0.005321 0.003733 0.001372 0.000911 0.000664 0.000444 0.000656 0.000376 0.000093 0.000059 0.000064 0.000002 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F4_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000010 0.000040 0.000073 0.000107 0.000158 0.000225 0.000316 0.000449 0.000695 0.001074 0.001499 0.002165 0.003077 0.004212 0.005798 0.007860 0.010538 0.013958 0.018266 0.023720 0.030464 0.038633 0.048642 0.060271 0.073817 0.089350 0.106550 0.125880 0.147557 0.171438 0.197960 0.226754 0.257762 0.291384 0.326835 0.363673 0.401132 0.439486 0.478413 0.518138 0.557205 0.595997 0.633706 0.670304 0.705543 0.738769 0.769704 0.798113 0.824346 0.848153 0.869715 0.888747 0.905952 0.921097 0.934708 0.946256 0.956187 0.964443 0.971767 0.977825 0.982965 0.987155 0.990408 0.992910 0.994775 0.996188 0.997314 0.998133 0.998717 0.999148 0.999456 0.999667 0.999816 0.999870 0.999906 0.999933 0.999950 0.999976 0.999991 0.999995 0.999997 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
Anyone writing a vex library dealing with noise has probably either guessed at those values, or simply generated their own. Generating your own is a bit of a pain though, so not everyone goes through with it.
I recently had to do some porting of the fBm() family of functions (from PRMan to VEX), and had to generate my own stats; so I'm including them here in case someone finds them useful…. (I also get to try posting images to the forum ).
I've only needed to do noise(), so it's the only one I have for now….
Also; I haven't done a power spectrum… but you're welcome to contribute
—————————————————————————-
At a glance:
—||————-|————-|————-|————-|
|| Average | Min | Max | StdDev |
—||————-|————-|————-|————-|
1D || 0.500622 | 0.230801 | 0.764858 | 0.078628 |
—||————-|————-|————-|————-|
2D || 0.500181 | 0.133608 | 0.872062 | 0.096241 |
—||————-|————-|————-|————-|
3D || 0.500015 | 0.080738 | 0.938078 | 0.100296 |
—||————-|————-|————-|————-|
4D || 0.499978 | 0.105358 | 0.943282 | 0.099715 |
—||——————————————————–
Histograms:
(normalized to the highest population.)
The data was gathered from 380160 samples covering ~100 units in each dimension. The distribution was random (using nrandom()). The number of samples is simply the number taken by Mantra to do a full D1 (740x486) frame at the default shading rate. The samples were then reassembled into 1000 “slots” using weighted averages.
The ranges shown are the absolute extremes recorded; this doesn't mean the can't be “eaten into” somewhat – we're talking about ~.01% of the hits landing at those extremes.
Mapping Curves:
Vex doesn't support arrays (yet? ), so you can't use the data directly. Luckily, these curves can be approximated pretty closely (well… the 1D case is not all that close, actually… but close enough?) with a “standard” power-ease function (likely the equiv of raising the result of VEX's smooth() function to some power, though I haven't checked this… so “caveat emptor”). The function mentioned in the graph below “itp_easep()” is just such an ease function, and has the following signature:
float itp_easep( float v1, float v2, float amount, float power);
EDIT:
Actually, I just realized that my little itp_easep() function (which I wrote a loooong time ago) is not very standard at all!
So; here goes the definition of that function (it's just two power functions joined in the middle, with one half the reverse of the other:
float itp_easep(float t1, float t2, float tcurr, float k) {
float tmp=clamp((tcurr-t1)/(t2-t1),0,1);
if(tmp<=.5)return pow(tmp*2,k)*.5;
return 1-(pow((1-tmp)*2,k)*.5);
}
A power of 1 gives linear interp, 2 is close to what you get with smooth(), and so on. Values <1 (but >0) go the other way.
So… nope; using the power version of vex::smooth() would *not* give the same results.
This puppy is circa 1994 or so… and I have *no idea* what drove me to write it that way; but there you have it. :roll:
However; it does a much better job of approximating the curves than the standard smooth/ease functions.
EDIT_END
The data:
This is in “.clip” format so you can read them directly into chops.
These are 100-step (step=0.01) histograms, so the curves will look smoother than the ones above.
###############################################################
# 1D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500622
# Variance: 0.006182
# Standard Deviation: 0.078628
# Highest Pop: 4753.738000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F1_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.002245 0.002058 0.001192 0.001001 0.004763 0.030034 0.026079 0.027418 0.045455 0.061347 0.080178 0.092453 0.081482 0.097738 0.097027 0.128490 0.136344 0.165633 0.222066 0.251421 0.288365 0.329452 0.418484 0.575634 0.626735 0.633711 0.777054 1.000000 0.771945 0.709348 0.607841 0.517840 0.410206 0.319801 0.279858 0.255485 0.224064 0.143933 0.096267 0.130723 0.100700 0.107149 0.076993 0.070557 0.060141 0.073390 0.071131 0.046027 0.029878 0.013330 0.013560 0.005117 0.001055 0.000903 0.000264 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F1_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000198 0.000379 0.000484 0.000573 0.000993 0.003641 0.005940 0.008358 0.012366 0.017775 0.024844 0.032996 0.040181 0.048799 0.057354 0.068683 0.080705 0.095309 0.114889 0.137058 0.162484 0.191532 0.228431 0.279187 0.334448 0.390324 0.458839 0.547011 0.615076 0.677621 0.731216 0.776876 0.813045 0.841242 0.865918 0.888445 0.908202 0.920893 0.929381 0.940907 0.949786 0.959234 0.966022 0.972243 0.977546 0.984017 0.990289 0.994347 0.996982 0.998157 0.999353 0.999804 0.999897 0.999977 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 2D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500181
# Variance: 0.009262
# Standard Deviation: 0.096241
# Highest Pop: 1790.664000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F2_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000028 0.000122 0.000162 0.000106 0.000218 0.000059 0.000274 0.000655 0.001485 0.002255 0.003588 0.004288 0.007439 0.012203 0.015884 0.025352 0.034406 0.044183 0.062476 0.082840 0.098359 0.117990 0.149053 0.184533 0.215427 0.244724 0.286298 0.314445 0.361522 0.407039 0.452586 0.505367 0.548137 0.590472 0.647604 0.706804 0.759548 0.812172 0.872257 0.919622 0.958349 1.000000 0.963377 0.922290 0.891017 0.834239 0.793038 0.728635 0.679059 0.609597 0.548920 0.496146 0.453007 0.399705 0.353106 0.315705 0.278033 0.247265 0.204562 0.177298 0.151885 0.130074 0.103540 0.079676 0.059687 0.043629 0.031968 0.023804 0.016086 0.013229 0.009592 0.004379 0.003043 0.001847 0.001343 0.000534 0.000460 0.000264 0.000123 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F2_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000001 0.000007 0.000014 0.000019 0.000029 0.000032 0.000044 0.000074 0.000141 0.000244 0.000406 0.000601 0.000939 0.001493 0.002215 0.003366 0.004928 0.006935 0.009772 0.013534 0.018001 0.023359 0.030128 0.038508 0.048291 0.059404 0.072405 0.086685 0.103103 0.121587 0.142140 0.165090 0.189982 0.216797 0.246206 0.278304 0.312796 0.349679 0.389290 0.431052 0.474573 0.519985 0.563734 0.605618 0.646081 0.683965 0.719979 0.753068 0.783906 0.811589 0.836516 0.859048 0.879620 0.897771 0.913806 0.928143 0.940769 0.951998 0.961288 0.969339 0.976237 0.982144 0.986846 0.990464 0.993175 0.995156 0.996608 0.997689 0.998419 0.999020 0.999455 0.999654 0.999792 0.999876 0.999937 0.999962 0.999982 0.999994 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 3D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500015
# Variance: 0.010059
# Standard Deviation: 0.100296
# Highest Pop: 1578.500000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F3_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000037 0.000123 0.000422 0.000685 0.001248 0.002510 0.003916 0.004811 0.006070 0.010295 0.018088 0.025762 0.035861 0.044110 0.060203 0.074378 0.090974 0.122607 0.147435 0.174825 0.206790 0.236697 0.279901 0.324030 0.363813 0.411561 0.465354 0.513959 0.567751 0.622045 0.675084 0.735716 0.801255 0.849787 0.889913 0.929477 0.963542 0.993425 1.000000 0.996568 0.954767 0.925325 0.894760 0.852170 0.816884 0.749992 0.702860 0.648880 0.578882 0.520851 0.469637 0.424586 0.383052 0.329244 0.297550 0.256724 0.219398 0.187291 0.155669 0.125576 0.100248 0.079951 0.065369 0.047995 0.037169 0.026767 0.022329 0.015738 0.010870 0.007720 0.004606 0.001779 0.000838 0.000864 0.000229 0.000373 0.000049 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F3_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000002 0.000007 0.000024 0.000052 0.000102 0.000204 0.000364 0.000560 0.000807 0.001226 0.001962 0.003011 0.004470 0.006266 0.008716 0.011744 0.015447 0.020437 0.026438 0.033554 0.041971 0.051606 0.062999 0.076188 0.090996 0.107748 0.126689 0.147609 0.170719 0.196038 0.223516 0.253462 0.286076 0.320665 0.356887 0.394720 0.433940 0.474375 0.515079 0.555642 0.594504 0.632168 0.668588 0.703274 0.736524 0.767051 0.795660 0.822071 0.845634 0.866834 0.885950 0.903232 0.918823 0.932225 0.944336 0.954786 0.963716 0.971339 0.977675 0.982787 0.986867 0.990121 0.992782 0.994736 0.996249 0.997338 0.998247 0.998888 0.999330 0.999644 0.999832 0.999904 0.999938 0.999973 0.999983 0.999998 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 4D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.499978
# Variance: 0.009943
# Standard Deviation: 0.099715
# Highest Pop: 1548.046000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F4_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000012 0.000246 0.000742 0.000847 0.000844 0.001279 0.001694 0.002297 0.003345 0.006180 0.009538 0.010703 0.016767 0.022965 0.028571 0.039932 0.051898 0.067403 0.086093 0.108445 0.137303 0.169761 0.205641 0.251942 0.292746 0.340985 0.391007 0.432982 0.486582 0.545669 0.601162 0.667632 0.724835 0.780553 0.846369 0.892391 0.927311 0.942968 0.965462 0.979918 1.000000 0.983420 0.976504 0.949250 0.921267 0.887076 0.836389 0.778718 0.715137 0.660345 0.599298 0.542786 0.479091 0.433089 0.381252 0.342628 0.290684 0.249994 0.207826 0.184367 0.152494 0.129394 0.105463 0.081894 0.062983 0.046957 0.035568 0.028333 0.020613 0.014703 0.010851 0.007759 0.005321 0.003733 0.001372 0.000911 0.000664 0.000444 0.000656 0.000376 0.000093 0.000059 0.000064 0.000002 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F4_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000010 0.000040 0.000073 0.000107 0.000158 0.000225 0.000316 0.000449 0.000695 0.001074 0.001499 0.002165 0.003077 0.004212 0.005798 0.007860 0.010538 0.013958 0.018266 0.023720 0.030464 0.038633 0.048642 0.060271 0.073817 0.089350 0.106550 0.125880 0.147557 0.171438 0.197960 0.226754 0.257762 0.291384 0.326835 0.363673 0.401132 0.439486 0.478413 0.518138 0.557205 0.595997 0.633706 0.670304 0.705543 0.738769 0.769704 0.798113 0.824346 0.848153 0.869715 0.888747 0.905952 0.921097 0.934708 0.946256 0.956187 0.964443 0.971767 0.977825 0.982965 0.987155 0.990408 0.992910 0.994775 0.996188 0.997314 0.998133 0.998717 0.999148 0.999456 0.999667 0.999816 0.999870 0.999906 0.999933 0.999950 0.999976 0.999991 0.999995 0.999997 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
-
- Quick Links