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Nieminen Mika wrote:
> Or you can just make something like this:
>
> normal { waves 1 translate x*10000 }
>
> I use this every time I want straight waves.
>
> --
> - Warp. -
I've used that method though I will admit I never
tried 10000*x before. It does help flatten out the
curves since they are only view able in a certain
area of the scene.
It was the whole section in the docs that I missed
describing the use of wave types. My brain leaked
or something.
Anyway I have come to the conclusion that
surface normals are a poor replacement for a
physical object that has the right shape.
I've decided that rather than trying to imitate
water and wavy surfaces, with planes and surface
normals, I'm going to be a rebel and figure out a
procedural, modeled, methodology for creating
these surfaces that elude me.
Thanks for the tips people.
Ken
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