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How about bringing togeather the best two things - mesh modeling (in
external programs) and POV-Ray's functional textures?
It might work like this:
mesh_deformed {
mesh { NORMAL_MESH }
deformation { deformation_size 5 pattern { bozo } }
}
it would create an mesh object (copy of NORMAL_MESH, copy, not reference) in
which each corner would be translated by the value of deformation function
in that place.
corner = corner + bozo(cornet) * deformation_size;
where bozo "color" would be used to obrain 3d <x,y,z> vector instead <r,g,b>
color;
Any thoughts...?
--
Raf256
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