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"Christopher James Huff" <chr### [at] maccom> schrieb im Newsbeitrag
news:chr### [at] netplexaussieorg...
> > Multiplying y with a small enough constant gets rid of most, if not
> > all, floaters, while keeping the overhangs and staying overall
> > "not-height_fieldy" ;). Something like <x,y/4,z> should work fine.
>
> Raising the vertical gradient would work similarly..."y*4 + noise()"
> should be pretty close to "y + noise()/4".
I don't think so. In the first case, your surface will be displaced by a
full unit, (but it will reach the threshold at another position. In the
second version, the plane will be displaced by only 1/4 of a unit.
Is this wrong?
Marc-Hendrik
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