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>> Well, it's 160 splash functions added together. (!)
>
> Well, as there is no overlapping, no internal bubbles... Why can't you
> use a heightfield with a high enough resolution and some "smooth" thrown
> in for good measure. I'd think it would look much the same for this
> scene. You can use functions for heightfields just as well:
>
> #declare HF_Detail = 100; //Simulates image-resolution of 100x100
> height_field{
> function HF_Detail,HF_Detail{ HF(x,y,z).gray }
> smooth
> }
And that does what, exactly? Makes a 100x100 polygon mesh and applies
some normal trickery to give the illusion of a smooth surface?
Well, you learn something every day. Just out of curiosity, how does a
heightfield work when used as a "solid" object? Clearly the function
defines the upper surface, but what about the lower one?
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