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"Tom Melly" <tom### [at] tomandlucouk> schrieb im Newsbeitrag
news:3da1a0e0$1@news.povray.org...
> Problem: You generate an iso-surface and what to apply an iso-pigment to
it,
> say, for example, a turbulent sea with foamy waves. Now, the surface
represents
> a particular threshold, so the same iso-surface function will be no help
when it
> comes to the pigment (since the surface would only return one value).
I have to admit, that I don't understand your question.
If you have a function to create an isosurface, it's quite simple to build a
pigment. Just use one "slice" of that function as a pattern.
In your example that should look like this
isosurface{
function{Surface_Fun(x,y,z)}
[...]
texture{
function{Surface_Fun(x,0,z}}
texture_map{...}
}
}
This won't work for function made of say the object-pattern because of their
infinite gradient (you would only gain two states), but in most other cases
this works quite well IMHO.
In this 'slice', the function did not reach the threshold-value in the
"elevated" parts of the surface and the function gives lower values for
those areas which are at y=0 'in' the surface. This is quite useful for
normal_maps as well, as it's quite easy the change the surface properties
this way (f.e. to simulate the foam). You can of course combine this pattern
with some slope dependent texturing to gain an extra amount of control.
Please tell me if this is no answer to your question :-)
Marc-Hendrik
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