> You can use a pigment_map, something like:
>
> pigment {
> spherical
> pigment_map {
> [0.0 bozo turbulence 1.0 ]
> [1.0 bozo turbulence 0.0 ]
> }
> }
>
> Maybe use more pigment map entries with a while loop.
>
I need it for curving rays from some point, at the point they should be
straight and at greater distance they should be randomly curved. When I
will use your pigment_map they will be chopped.
Disnel
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