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Hey man, why don't you just try:
#declare f=.040;
#declare R=399;
isosurface {
function
{noise3d(x*f,y*f,z*f)+((x^2+y^2+z^2)/R^2)
}
accuracy 0.01
threshold 1
bounded_by {
sphere{0,500}
}
pigment{Green}
finish{ambient 0.1}
normal {crackle}
}
And then sleep on the results??
"Greg M. Johnson" wrote:
> SPHERE!
>
> "Jerome M. BERGER" wrote:
>
> > "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....
> > >
> > What about noise3d(...)-sqrt(...)/R ?
> >
> > Jerome
> >
> > --
> > *******************************
> > * they'll tell you what can't * mailto:ber### [at] iname com
> > * be done and why... * http://www.enst.fr/~jberger
> > * Then do it. *
> > *******************************
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