POV-Ray : Newsgroups : povray.unofficial.patches : Pigment patterns in an isosurface? : Re: Pigment patterns in an isosurface? Server Time
2 Nov 2024 05:20:36 EDT (-0400)
  Re: Pigment patterns in an isosurface?  
From: Greg M  Johnson
Date: 4 Feb 2000 10:16:43
Message: <389AEC81.5A942B5A@my-dejanews.com>
Yeah, just discovered this last night.

Is there/ will there EVER BE a flat-plateau-free noisy function?  From my
ignorant perspective, I wonder if it is as simple as changing one or two
lines of codes?

Chris Huff wrote:

> In article <3899AA1F.C9FA0F9E@my-dejanews.com>,
> gre### [at] my-dejanewscom wrote:
>
> > Actually, the bumps pigment in an isosurface looks more like what I
> > want than the noise3d.
>
> They are the exact same thing. They both use the Noise() function to
> calculate the result...the only difference is that bumps is calculated
> differently in texture normals. You should get the exact same results if
> you use either bumps, bozo or spotted in the pigment.
>
> > Is there a way to do mathematical operations on pigments?
> >
> > I've tried with failure:
> >     function { y- pigment {bumps}}
> > Should I instead  I do:
> >     function {y}- function{pigment {bumps}}
> > Or:
> >     #declare yikes= function{pigment {bumps}};
> >     isosurface {
> >         function {y-yikes}
>
> The second one is closest, try
> #declare yikes= function{pigment {bumps}};
> isosurface {
>     function {y - yikes(x, y, z)}
>     ...
> }
>
> I think the (x, y, z) part is a default in the MegaPOV version, but it
> has caused trouble for me before and it seems to be a good idea to
> include it anyway. It is better for readability, and if you want to
> modify the function later, could make it easier.
>
> --
> Chris Huff
> e-mail: chr### [at] yahoocom
> Web page: http://chrishuff.dhs.org/


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