|
|
> Is this a feature of the isosurface or f_noise3d() and is
> there any way to avoid this ?
This is a "feature" of f_noise3d. Regardless of which noise generator you
use, each one is internally based off of some sort of interpolation between
points on a grid, and this becomes much more apparent when it is used as a
physical surface - especially with reflection or specular highlights.
Your best bet is to somehow modify the pattern so that this isn't a problem.
I had a little luck with adding turbulence to the noise function:
#declare noisefunc = function { pigment {
bozo
color_map {[0 rgb 0][1 rgb 1]}
warp {
turbulence 3
octaves 2
lambda 4
omega .2
}
scale 4
} }
function{y-noisefunc(x,0,z).red}
But of course this looks different and even the turbulence is based off of
the same function as f_noise3d is, so it doesn't completely solve the
problem. Fiddle with the turbulence parameters.
If you can't find another pattern that works well, you can always make your
own in a 2D image editor like Photoshop.
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
|
|