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In article <395512D5.67AEA550@aol.com>, SamuelT <STB### [at] aol com>
wrote:
> If you're using megapov, you could #declare a pigment to be used as a
> normal,
> like so:
>
> #Cracks=
> function{
> pigment{ spherical
> pigment_map{
> [0 rgb 1]
> [1 crackle color_map{[0 rgb 0][.5 rgb 1]}]
> }
> }
> }
>
> #object{ Headstone pigment{rgb 1}normal{function Cracks} }
>
> This should make the cracks start from a center point, and then become
> just flat
> further out. Just a simple idea that can be expanded on.
I think you mean something like this:
#declare Cracks =
function {
pigment { spherical
pigment_map {
[0 rgb 1]
[1 crackle color_map {[0 rgb 0][.5 rgb 1]}]
}
}
}
object{ Headstone pigment{rgb 1}normal{function Cracks} }
However, you might get better results by making the cracked object out
of an isosurface with a pigment as part of the function, or by using an
isosurface or height field in a difference statement with the original
object. These have the advantage of being real cracks, which look *much*
more realistic, especially with wide cracks.
Another possibility would be to use the "object" or "blob" patterns with
some turbulence, these could make it possible to direct the cracks
wherever you want.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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