POV-Ray : Newsgroups : povray.advanced-users : how does the "one over f" fractal noise function work? : Re: how does the "one over f" fractal noise function work? Server Time
2 Nov 2024 07:26:46 EDT (-0400)
  Re: how does the "one over f" fractal noise function work?  
From: Jeff Daniels
Date: 7 Feb 2000 02:27:06
Message: <389E7406.9A836E81@erols.com>
Oh, man! This is *exactly* what I've been looking for.

Gotta love this internet thing; I hope it catches on!

Ken wrote:

> Jeff Daniels wrote:
> >
> > I want to put objects in 3-D space according to the same "1/f fractal
> > noise" pattern that's used in granite textures. But I don't know the
> > math behind 1/f fractal noise, and I can't find anywhere on the net that
> > discusses it without assuming that I already understand it completely.
> > Can someone explain to me how, given an x,y,z point, I would use a 1/f
> > fractal noise function to compute the [ size | color | orientation ] of
> > the object at that point?
>
> You will find a very comprehensive discussion on noise patterns at
> Hugo Elias' site and he uses POV-Ray as an example of how it is
> implemented -
>
> http://freespace.virgin.net/hugo.elias/models/m_perlin.htm
>
> --
> Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/



--
http://www.etour.com/default.asp?associd=aff3787


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.