POV-Ray : Newsgroups : povray.advanced-users : How do I limit the scope of turbulence in a texture_map ? : Re: How do I limit the scope of turbulence in a texture_map ? Server Time
2 Nov 2024 07:28:01 EDT (-0400)
  Re: How do I limit the scope of turbulence in a texture_map ?  
From: Fabian BRAU
Date: 11 Feb 2000 09:15:37
Message: <38A41988.8A9CD9D3@umh.ac.be>
The only way to do this is to use MegaPov. So you can use the 
warp{reset_children} after warp{turbulence 0.2} and just the gradient 
(in your example) will have turbulence but not the subtextures.
Look the MegaPov doc for more details.

Fabian.


> 
> Hi,
> 
> I'm trying to create a texture that will cover some parts of an object
> with one texture, and the rest of the object with another texture. To do
> this, I've written a texture using texture_map:
> 
>     #declare Mixed_t =
>         texture {
>             gradient <1,1>
>             texture_map {
>                 [ 0   Texture1_t ]
>                 [ 0.5 Texture1_t ]
>                 [ 0.5 Texture2_t ]
>                 [ 1.0 Texture2_t ]
>             }
>         }
> 
> This works fine,  half the object gets Texture1_t, and the othe half
> Texture2_t.
> 
> The problem is that I'd like to use turbulence to stir up the boundry
> between the 2 textures, without stiring up the 2 textures themselves
> (which already have the right ammount of turbulence).
> 
> If I add turbulence...
> 
>     #declare Mixed_t =
>         texture {
>             gradient <1,1>
>             turbulence 0.2
>             texture_map {
>                 [ 0   Texture1_t ]
>                 [ 0.5 Texture1_t ]
>                 [ 0.5 Texture2_t ]
>                 [ 1.0 Texture2_t ]
>             }
>         }
> 
> ... then it stirs up both textures as well as the boundry between them.
> 
> Does anyone out there know how I could do this ?
> 
> Thanks,
> Alun.
> (alu### [at] convergyscom)


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.