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Le 18-04-30 à 02:31, Kenneth a écrit :
> "Bald Eagle" <cre### [at] netscapenet> wrote:
>
>>
>> Also, I think if you look at how the grain pattern/turbulence _continues_ from
>> one plank to another in places, that's what Sven wants to avoid.
>
> Yes, I see what you mean. It's a result of the various wood color_maps and their
> separate turbulences all being included inside the (necessary) cells pattern--
> which is *blending* the color_maps and turbulences together from 'brick to
> brick'. In other words, there are no 'pure' woods. The only way I can think of
> to get each wood brick to look completely 'pure' is to use *lots* of different
> wood color_maps, and to 'segregate' them within the cells pattern in the usual
> way...
>
> cells
> pigment_map{
> [0.0 gradient y color_map{--wood 1--} turbulence{...}]
> [0.1 gradient y color_map{--wood 1--} turbulence{...}]
> [0.1 gradient y color_map{--wood 2--} turbulence{...}]
> [0.2 gradient y color_map{--wood 2--} turbulence{...}]
> [0.2 gradient y color_map{--wood 3--} turbulence{...}]
> [0.3 gradient y color_map{--wood 3--} turbulence{...}]
> ... etc etc
>
>
>
>
>
Replace turbulence{...} by warp{turbulence{...}}
Now, add some translation or rotation after the warp. That way, the
turbulence will get transformed. Without the warp, the turbulence get
evaluated after any transform, and will affect every pieces the same way.
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