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> Maybe we should collaborate. I want to completely redo the noise
> generator syntax, and dump the existing noise_generator code entirely
> (it is too hard to make additions and extensions).
Hmm, I like some of these things you propose, and I don't like some of them.
You seem to want to bypass the noise_generator keyword altogether.
Personally, I think that it's a good idea to keep it as a middleman. Here's
what I have working right now:
#declare mynoisegen = noise_generator {
3
match_second_derivatives off
}
#declare mynoisegenfunc = function {
noise_generator{mynoisegen}
}
sphere {
0,1
pigment {
function {mynoisegenfunc(x,y,z)}
}
}
Notice how noise generators are an object that can be declared like any
other, and passed as macro parameters, etc. On a related note, anyone
interested in making fun of me may want to read my last night's blog entry
about the implementation of this ( http://www.slimeland.com/ ).
> seed SEED
> For creating generators with different seeds.
Well, the way the noise generator code works now, the random values are
predetermined when POV-Ray starts up. This makes things a lot faster than if
they were being calculated on the fly: they're merely pulled out of an
array. So I don't think specifying an alternate seed is really a good
option... unless perhaps it were done via a command line parameter or
something...
Anyway, to be honest, my patch was originally just going to be a couple of
bugfixes so that I could do something that POV-Ray's limitations were
preventing me from doing. Now that I've fixed the bugs and made a couple
workarounds, I'm anxious to finish the patch and get back to regular POVing.
Maybe you'll want to download my source code when I release it.
- Slime
[ http://www.slimeland.com/ ]
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