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Christoph Hormann wrote:
> Tor Olav Kristensen wrote:
>
>>
>> You can give the periodic interval as an argument to the
>> macro. This makes it easy to study the periodicity when
>> the interval is set small.
>
>
> For most purposes the noise generator should have a periodicity as large
> as possible.
>
>> Do you know where the 'far areas' are and how the functions
>> typically degenerates ?
>
>
> try rendering:
>
> camera {
> orthographic
> location <0,0,1>
> look_at <0,0,0>
> right 1*x
> up 1*y
> }
>
> box {
> <-0.5, -0.5, 0>, <0.5, 0.5, 0>
> texture {
> pigment {
> bozo
> color_map {
> [0.0 color rgb 0.0 ]
> [1.0 color rgb 1.0 ]
> }
> scale 0.01
> translate 3e7*x
> }
> finish {
> ambient 1.0
> diffuse 0.0
> }
> }
> }
I see. But this works ok:
pigment {
function { f_noise3d(x + 3e7, y, z) }
color_map {
[0.0 color rgb 0.0 ]
[1.0 color rgb 1.0 ]
}
scale 0.01
}
>> > 2) performance. This is quite impossible to conclude from an
>>
>>> SDL version.
>>
>>
>>
>> Why is that ?
>>
>> The macro can produce noise functions that behave simlar
>> to f_noise3d()
>
>
> But much slower. The noise generator is quite critical for the render
> speed in a lot of scenes. That's why the Windows version of POV-Ray
> contains a special hand optimized version of the noise function.
Nice to know.
--
Tor Olav
http://subcube.net
http://subcube.com
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