POV-Ray : Newsgroups : povray.advanced-users : how does the "one over f" fractal noise function work? : Re: how does the "one over f" fractal noise function work? Server Time
2 Nov 2024 07:24:05 EDT (-0400)
  Re: how does the "one over f" fractal noise function work?  
From: Chris Huff
Date: 7 Feb 2000 07:15:07
Message: <chrishuff_99-A8CBCA.07160407022000@news.povray.org>
In article <389E6A1E.FAFFD004@erols.com>, Jeff Daniels 
<jef### [at] erolscom> wrote:

> I want to put objects in 3-D space according to the same "1/f fractal
> noise" pattern that's used in granite textures. But I don't know the
> math behind 1/f fractal noise, and I can't find anywhere on the net that
> discusses it without assuming that I already understand it completely.
> Can someone explain to me how, given an x,y,z point, I would use a 1/f
> fractal noise function to compute the [ size | color | orientation ] of
> the object at that point?

If you use MegaPOV 0.4, you can use the noise3d() function to build your 
own fractal noise function or you can use the eval_pattern() function to 
get the value of any pattern at each point. Using eval_pattern has the 
advantages of being simpler(just use eval_pattern(granite, POINT)) and 
it makes it easy to use other patterns.

An alternative that would work in the official version would be to make 
the noise function in POV script. As Ken already suggested, the Hugo 
Elias web page is a good source of information on this.

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


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