POV-Ray : Newsgroups : povray.unofficial.patches : Pigment patterns in an isosurface? : Re: Pigment patterns in an isosurface? Server Time
2 Nov 2024 05:19:46 EDT (-0400)
  Re: Pigment patterns in an isosurface?  
From: Chris Huff
Date: 3 Feb 2000 18:35:12
Message: <chrishuff_99-715F16.18360403022000@news.povray.org>
In article <3899AA1F.C9FA0F9E@my-dejanews.com>, 
gre### [at] my-dejanewscom wrote:

> Actually, the bumps pigment in an isosurface looks more like what I 
> want than the noise3d.

They are the exact same thing. They both use the Noise() function to 
calculate the result...the only difference is that bumps is calculated 
differently in texture normals. You should get the exact same results if 
you use either bumps, bozo or spotted in the pigment.


> Is there a way to do mathematical operations on pigments?
> 
> I've tried with failure:
>     function { y- pigment {bumps}}
> Should I instead  I do:
>     function {y}- function{pigment {bumps}}
> Or:
>     #declare yikes= function{pigment {bumps}};
>     isosurface {
>         function {y-yikes}

The second one is closest, try
#declare yikes= function{pigment {bumps}};
isosurface {
    function {y - yikes(x, y, z)}
    ...
}

I think the (x, y, z) part is a default in the MegaPOV version, but it 
has caused trouble for me before and it seems to be a good idea to 
include it anyway. It is better for readability, and if you want to 
modify the function later, could make it easier.

-- 
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/


Post a reply to this message

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