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Skip Talbot wrote:
> Brilliant!
Thanks!
> After consulting the docs and rereading your post a few times...
> I think I can grasp the concepts here. Please do elaborate for us or post
> the source.
I think a source posting is in order here.... I need to make a simpler
example that will work as a spring board for ideas.
> The object pigment is being distorted and blurred and then
> applied to the original shape to produce the affect right?
The object pattern is blurred by averaging it with a pigment_map. Each
copy of the pigment is translated randomly. No distortion is performed,
but can be if needed. The resulting 3d texture can then be placed inside
a pigment_pattern{} block whenever I need it (typically pigment, normal
and texture staments).
> Its not the height_field input itself being blurred and translated.
Nope.
> This should work on
> meshes too, as long as they are solid/closed, right?
>
> Skip
It works with *any* object you can declare.
-Sam
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