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>>> #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...?
>>
>
> No, it does not, but doing it this way gives a better result than using
> a single rand() for the plane orientation.
But won't the problem be that the more iterations you do the more the
shape will drift away from a sphere (as not every point on the sphere
gets an equal chance to be either raised or lowered)? If you are aiming
for a huge number of iterations then the shape could become quite strange.
I have to try this method, probably outside of POV for speed.
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