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Am 19.08.2013 14:55, schrieb scott:
>> #declare Cut = object { CuttingPlane translate y * Displacement
>> rotate <AngleX, AngleY, AngleZ> };
>
> ....
>
>> #declare PlaneAngleX = rand(RandAngle) * 360;
>> #declare PlaneAngleY = rand(RandAngle) * 360;
>> #declare PlaneAngleZ = rand(RandAngle) * 360;
>
> On a separate note, are you sure that method of choosing the plane
> orientation gives a uniform random distribution...?
#declare Cut = object { CuttingPlane translate
VRand_On_Sphere(RandAngle) * Displacement };
should do the trick.
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