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In article <38BB0C0C.91144244@spiritone.com>, Josh English
<eng### [at] spiritonecom> wrote:
> I suspect those are above my head, the problem is that grasspatch makes a
> whole bunch of individual splines. I can move all of them uniformly, but
> it probably won't look as good.
Actually, they are pretty simple:
The first function, vtransform(), just applies a transform like
scale, rotate, translate, matrix, or a sequence of these in a transform
{} block to a point vector, moving it as they would an object.
The vturbulence() function applies turbulence to a point vector. If
you used this in the calculations for the grass positions, it would be
the same as turbulating the grass.
The eval_pattern() function takes a point vector and a pattern, and
returns the value at that point(between 0 and 1 for most patterns,
although there are exceptions).
The eval_pigment() function does the same thing, except that it
takes a pigment instead of a pattern and returns a rgb color vector. If
you use position vectors in the color_map of the pigment and use the
result of the function in your calculations for the grass, you could
simulate things like waving grass.
Or you could use a combination of these, like vturbulence() with
eval_pattern() controlling the amount of turbulence.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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