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Mike Williams wrote:
> Another way to do it is to use the phi function "f_ph()". That makes the
> lines more even. You could also use the theta function "f_th()" for the
> lines of longitude, but there'd be no difference from using the radial
> pattern.
>
> #include "functions.inc"
>
> sphere {0,1
> texture{
> pigment {function {f_ph(x,y,z)*6}
> colour_map{[0.1 rgb 1][0.1 rgb 0]}
> scale 0.15
> }
> }
> texture {
> pigment {radial frequency 30
> colour_map{[0.1 rgb 1][0.1 rgbt <0,0,0,1>]}
> }
> }
> }
These are exactly the two hints I was looking for.
Thanks, also to the others.
regards
Hadmut
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