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"Warp" <war### [at] tagpovrayorg> wrote in message news:3fa90775@news.povray.org...
> Alain <noe### [at] onca> wrote:
> > But, given that a sphere will have a higher concentration of points near
> > the center, I thought you might prefer to place them inversely
> > proportional to the distance from the center.
>
> I think that the idea was to place random points *evenly* inside the
> sphere. Making a higher concentration near the center kind of defies
> this goal.
>
Ignoring any possible mis-terms, doesn't Alain's suggestion make sense?
Hmm, testing.... (with my disk-example)...
#include "colors.inc"
#declare MyRadius = .50;
camera {
location <0.0, 0.0, -MyRadius*2.5>
look_at <0.0, 0.0, 0.0>
}
disc {
<0, 0, 0> // center position
z, // normal vector
MyRadius, // outer radius
0.0 // optional hole radius
pigment{Red}
finish{ambient 1}
}
#local Count = 0;
#local MyRand = seed(457);
#while(Count<10000)
sphere{
0,0.01*MyRadius
translate y*(sqrt(rand(MyRand))*MyRadius)
rotate z*360*rand(MyRand)
pigment{Green}
finish{ambient 1}
}
#local Count = Count +1;
#end
Well, that seems to produce a fairly even distribution.... I dunno how you apply
this to 3 dimensions (i.e. a sphere), but it can't be that hard, can it?
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