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More improvement on my 4D noise generator. The code that generated the
sphere in this animated gif was:
sphere {
0,1
pigment {
bozo
color_map {[.1 rgb 0][.9 rgb 1]}
noise_generator {
4 // generator type
slice clock*4 // amount through the 4th dimension
repeat 4 // distance along the 4th dimension to repeat
}
warp {
turbulence .5
octaves 2
omega .7
lambda 2
}
scale .3
}
}
questions/comments? Do you feel that this would be useful to *you*?
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
Attachments:
Download 'repeating_noise.gif' (328 KB)
Preview of image 'repeating_noise.gif'
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"Slime" <slm### [at] slimelandcom> wrote in news:3da0e88c@news.povray.org
> More improvement on my 4D noise generator. The code that generated the
> sphere in this animated gif was:
> questions/comments? Do you feel that this would be useful to *you*?
nice :)
This is a path, right ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Post a reply to this message
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> This is a path, right ?
What's a path?
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
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Cool.
I think it would look neat if you applied the pigment you used as a function
for an isosurface AND as a texture for that isosurface. :)
"Slime" <slm### [at] slimelandcom> wrote in message
news:3da0e88c@news.povray.org...
> More improvement on my 4D noise generator. The code that generated the
> sphere in this animated gif was:
>
> sphere {
> 0,1
> pigment {
> bozo
> color_map {[.1 rgb 0][.9 rgb 1]}
>
> noise_generator {
> 4 // generator type
> slice clock*4 // amount through the 4th dimension
> repeat 4 // distance along the 4th dimension to repeat
> }
>
> warp {
> turbulence .5
> octaves 2
> omega .7
> lambda 2
> }
>
> scale .3
> }
> }
>
> questions/comments? Do you feel that this would be useful to *you*?
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
>
Post a reply to this message
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Sorry, I'm a math dummy, but what is the advantage of
4 dimensional noise?
Or is it only useful for animations?
(I never did one, so I dunno.)
-Ive
Post a reply to this message
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I guess he meant
patCh, not pat-h...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
"Slime" <slm### [at] slimelandcom> schrieb im Newsbeitrag
news:3da1afc7@news.povray.org...
> > This is a path, right ?
>
>
> What's a path?
>
Post a reply to this message
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> patCh, not pat-h...
Oh, I see. Well, to be honest, I don't know how one goes about *creating* a
patch. But if I find that out, I may release it, yes =)
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
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> I think it would look neat if you applied the pigment you used as a
function
> for an isosurface AND as a texture for that isosurface. :)
First I'll have to make a function to interface with it (like f_noise3d()).
=)
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
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> Sorry, I'm a math dummy, but what is the advantage of
> 4 dimensional noise?
> Or is it only useful for animations?
Well, It's not really usefull for anything other than an animation. The
advantage is that you're able to animate textures with it.
Consider a plane that uses normal{bozo} to simulate wavy water. If you want
to animate the water over time, you can merely translate the normal pattern
vertically (normal{bozo translate clock*y}).
However, now pretend you have an unrealistic cube of water floating in
space. If you want to animate its waviness, you could try translating the
texture vertically - but that would only cause the intended look on the top
and bottom faces of the cube. The other faces would show the waves moving
up, but not changing otherwise.
With 4D noise, you can move the pattern through the 4th dimension, and it
changes uniformly *everywhere* in 3D space.
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
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"Slime" <slm### [at] slimelandcom> wrote in news:3da204e0@news.povray.org
>> patCh, not pat-h...
> Oh, I see. Well, to be honest, I don't know how one goes about
> *creating* a patch. But if I find that out, I may release it, yes =)
Maybe You can post a source code (or email it to me mailto:pov### [at] raf256com)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Post a reply to this message
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