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Christoph Hormann wrote:
> David Burnett wrote:
>> of the function, so for the example images its
>> equivalent to...
>>
>> f_crackle(x*f_bozo(x,y,z), y*f_bozo(x,y,z), z*f_bozo(x,y,z))
>>
>> [...]
>
>
> I don't think this is a very useful interpretation of a function as a
> warp, even if it leads to interesting results in this case. The pattern
> gets scaled by the value of the function - to imagine how this
> influences a pattern seems quite difficult to me.
> I think the most intuitive interpretation of a float function as a
> warp would be the gradient - like it is used in the type 1 displace
>warp.
>
Well I'd said is about as obvious as a 1 octave turbulence warp :-)
which I guess it is when it comes down to it. The direction of
movement isn't random, it's the same direction as the current
point is from <0,0,0> but the distance traveled past the current
point is the result of the function.
I choose multiplication as I'd already used it in
planetGenesis a little Java 'heightfield' generator
I occasionally attempt to program and got some nice
results, and I wanted to see how they would look as
isosurfaces.
Anyway, now I've put the source out there, give it
a try, you'll get some fun results, and maybe grow
to like it.
Dave
I haven't looked at that
> Christoph
>
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