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I am probably the wrong person to answer this, since I don't understand the
question. But I just figured out something about noise3d that maybe you
already know but if not.. maybe it will help, it might even be correct.
noise3d<x,y,z> gives one iteration of noise acros each face.
noise3d<x*3, y*3, z*3> gives three.
noise3d<x*3, y*3, z*3> *0.5 gives half the depth,
noise3d<x*3, y*3, z*3> *5.0 gives five times the depth
At least that is what it seems like. See "Noise3d" in p.b.i.
Greg M. Johnson <gre### [at] my-dejanews com> wrote in message
news:37FA64D8.6F1532FE@my-dejanews.com...
> I'm having fun making flythroughs of the 3dnoise function in the
> superpatch for povray.
>
> I am trying to understand this mathematically. If I use:
> 3dnoise(x,y,z)
> I get something with a uniform distribution of porosity. As the
> threshold approaches 1.0, the percent porosity approaches 0 (% density
> approaches 1.0). However, if the threshold is 0.0, there is not 100%
> porosity.
>
> I want to understand how to change the radial density of the noise
> function. Suppose I want to make a sphere where the density approaches
> 0 at r=R. How would I do this? Intuitively, I might try:
> 3dnoise(x^0.5,y^0.5,z^0.5)
> . So far, nothing is yielding precisely the results I'm looking for.
>
>
>
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