Thank all for you input.
Aline and Slime formulas where a good starting points.
The formula I came up with is
Scale=1/(1+Turbulence*.5+sqrt(3)*Turbulence*Omega*Octaves/10)
Where
0<= Turbulence <=1
0<= Octaves <=10
0<= Omega <=1
As Slime pointed out lambda has little effect on Scale.
Note that if Turbulence=0 there is no turbulence
and if Omega=0 Octaves has no effect but Turbulence>0 does.
If Octaves=<2 Omega has no effect but Turbulence>0 does.
Tanks again!
Have Fun!
I thought about using eval_pigment but I wanted a formula not a
procedure. Also when turbulence and octave are high there
are tiny islands of color so a search would have to be very fine.
How fine would be just be a guess.
Leroy Whetstone <lrw### [at] joplincom> wrote:
> ...Also when turbulence and octave are high there> are tiny islands of color so a search would have to be very fine.> How fine would be just be a guess.
That's true, especially with a high omega value. (In my own turbulence
use--particularly when working with an image_map--I'm usually willing to let a
little of the 'outer bits' of color spill off the object, if it's not too
noticeable.)
Ken