POV-Ray : Newsgroups : povray.newusers : bicubic patch editor : Re: bicubic patch editor Server Time
13 Apr 2025 06:57:15 EDT (-0400)
  Re: bicubic patch editor  
From: William F Pokorny
Date: 3 Apr 2025 22:53:30
Message: <67ef49aa$1@news.povray.org>
On 4/3/25 19:28, Tor Olav Kristensen wrote:
> The grass-like "texture" is made like Bald Eagle suggested,
> but the shape of the terrain is made with a sum of some simpler
> f_noise3d() functions at different sample frequencies.

Neat!

(Did you intend for Ka to be zero?)

Forgive me for running a yuqk experiment with your scene. I couldn't 
resist given your code.

In the yuqk fork, all the inbuilt functions support noise generator 
selection with an extra parameter - where the underlying code supports 
multiple noise generators.

Attached an image using noise generators 1,2 and 3 top sub-image, downward.

In the bottom sub-image I use all three noise generators in combination(*).

I did not change the 'bumps pattern' noise generator, so it's always 2.

Bill P.

(*) - The idea - hard coded too in yuqk's experimental, f_granite23() 
inbuilt function - uses noise generators in combination. One, so the 
buckles which are sometimes visible are much less likely to be, visible. 
Two, with the thought the result might look different / interesting - 
less like the usual noise based results.


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