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This might or might not help you (probably not):
#declare Th= function{"TH"}
isosurface {
function { ((z*z+y*y-1.5*1.5)
&-(z*z+y*y-1.3*1.3)
&abs(x)-0.35)
-0.03*GraniteFun(x*3,y*4,z*3)
+(0.095-(max(((Th(y,x,z)/4)%0.1),0.095)))*2
}
method 2
//eval
max_gradient 5
accuracy 0.001
contained_by{box {<-0.5,0,-1.6>,<0.5,1.6,1.6>}}
pigment{....
}
}
Remove the GraniteFun-Stuff with whatever displacement you want.
To curve an existing texture declare a pigment-function and use it with some
math as a function-pigment ... if you get what I mean ;-)
Marc-Hendrik
Shawn schrieb in Nachricht <3AE### [at] orthanc ab ca>...
>Can anyone point me towards creating a decent looking brick arch? I did
>try using a radial bump map and a high frequency. While it looked quite
>funky, it wasn't what I was looking for. Is there a way to take an
>existing texture and bend it?
>
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