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> I was playing around with layered textures today, and on a whim, I
> decided to see what would happen if I averaged two opposed normals
> together.
> I assumed that they would completely cancel out.. but instead, they
> produced a weird, not exactly granite-like normal that's quite noticible.>
>
> Why is this?
Just a guess: The length of the normal vector is irrelevant, only the
direction counts. Numerically the normals you get are not zero but
will have a "random" direction.
Manual 6.7.11.2:
The perturbed normals are then weighted, added and _normalized_.
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
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