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Whaaaaa. I give up. Could you or Jerome provide an idiot's version that I could
just cut and paste, including threshold, etc.etc.etc.etc.
Even more confused. I either get
A) cool-looking uniform coral-like(*) stuff, OR
B) a solid sphere.
Nothing inbetween.
Ron Parker wrote:
> On Tue, 05 Oct 1999 20:44:13 -0400, Greg M. Johnson <> wrote:
> >noise3d (x*f, y*f, z*f)*(R-sqrt(x^2+y^2+z^2))
> >
> >Nope. This is a solid sphere.
> >I've used R=500 and a dozen orders of magnitude for f.
> >
> >I've had a little luck with adding an "*f" term to the right side. But this
> >is not the concept, although intuitively the math must be VERY CLOSE....
>
> Try adding some linear function of the radius instead of multiplying.
> As you shift the "field" of noise3d through the threshold value it
> will appear to cause the "solid" chunks to grow and shrink.
>
> What you get also depends on what threshold you use; if you use zero
> with the above formula you'll always get a solid sphere.
(*) Whoa: cool idea for underwater scene........
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