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Larry Hudson wrote:
>
> Hmmm... I read atomman's question to mean he wants to use normals to
> the plane to create "wobbles" or undulations and have the objects remain
> in contact with these undulations. The problem is that normals don't
> create real displacements to the surface, so the plane actually remains
> a totally flat plane, it just has the visual appearance of
> displacements. So I don't think he can do what he wants by simply using
> normals and this will have to be approached differently -- isosurfaces
> perhaps?
>
> OTOH, maybe I'm the one misreading his question... ;-)
>
> -=- Larry -=-
Well, I took it as a wobbling surface, not necessarily a plane, which
could be simulated by placing many objects (spheres or boxes, maybe)
close together, or else built as an isosurface. In either case, I think
the Lohmueller site might be useful (either for the surface or for
placing the other objects)...but, at the very least, it's got some
really nice pictures. ;) And you can always learn stuff there.
--Sherry Shaw
--
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}// TenMoons
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