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Thank you Nathan, for the info and suggestions.
Mick
"Nathan Kopp" <Nat### [at] Kopp com> wrote in message
news:3990d2af$1@news.povray.org...
>
> Chris Huff <chr### [at] mac com> wrote...
> > Or you could just adjust the
> > color_maps to simulate the "plateaus" at each end of the map.
> > It will produce clouds which are just as good as the old noise, just not
> > with the exact same code.
>
> Very true. In fact, you could use a pigment_pattern with a color_map to
> reproduce the old noise (bozo) very easily. It is just a linear
correlation
> between the old and the new, except that the old one would clip values, so
> you couldn't reverse-transform the old one to the new one.
>
> The following code should work, though it has not been tested at all:
>
> #declare OldBozo = pigment
> {
> bozo
> color_map
> {
> [(0-0.5+1.05242 )*0.48985582, 0]
> [(1-0.5+1.05242 )*0.48985582, 1]
> }
> }
>
> #declare MyPigmentUsingOldBozo = pigment
> {
> pigment_pattern{OldBozo} // instead of "bozo"
> color_map
> {
> ...your color map goes here...
> }
> }
>
> The mapping is (if I did the math correctly):
>
> old_value = (new_value / 0.48985582) - 1.05242 + 0.5
>
> -Nathan Kopp
>
>
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