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Another situation is ... looks like near degradation.
Using more large number for coefficient of f_external_field.
#declare f_external_field =
function(x, y) {
2.0*sqrt(x*x + y*y) + 0.2
//^^^
}
This one using 2.0, not to mention 3.0, 4.0,...
The color map:
color_map {
[0.00 color rgb <0.19, 0.41, 0.89>]
[0.20 color rgb <0.22, 0.34, 0.62>]
[0.40 color rgb <0.17, 0.44, 0.55>]
[0.60 color rgb <0.22, 0.47,0.40>]
[0.80 color rgb <0.56, 0.33, 0.24>]
[1.00 color rgb <0.7, 0.15,0.08>]
}
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Attachments:
Download 'raidal composite degradation.png' (117 KB)
Preview of image 'raidal composite degradation.png'
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This one is a more special function.
Just like before, the function "f_freq_control_test" is what the output image
shows. And the color_map the same.
pigment {
function {f_freq_control_test(x,y,z)}
color_map {
[0.00 color rgb <0.19, 0.41, 0.89>]
[0.20 color rgb <0.22, 0.34, 0.62>]
[0.40 color rgb <0.17, 0.44, 0.55>]
[0.60 color rgb <0.22, 0.47,0.40>]
[0.80 color rgb <0.56, 0.33, 0.24>]
[1.00 color rgb <0.7, 0.15,0.08>]
}
}
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Attachments:
Download 'bump function power 1-x2.png' (236 KB)
Preview of image 'bump function power 1-x2.png'
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"And" <49341109@ntnu.edu.tw> wrote:
> I suddenly solve an important problem. About how to generate a circle associated
> pattern.
>
> I need such a pattern for my wood-pattern generator.
> For wood heart, I don't have good function in the past. But these series opens a
> window.
Hi And,
These are interesting pattern experiments, and I'm looking forward to seeing
what you come up with.
I find it interesting to see the pattern that you have here, as I didn't
understand how the effect was being generated from a circular base pattern.
I coded your pattern into a scene, and for some reason, did not get the same
result. Perhaps you could post the full code of a working scene.
Also, if you could describe the exact type of pattern that you are looking to
make, it would be easier to help you develop something through a logical
elaboration of a base pattern function.
I started with an atan2 (x, y) function, as that will give you a radial pattern
to start with.
#version 3.8;
global_settings {assumed_gamma 1.0}
default {finish {diffuse 1}}
#include "functions.inc"
camera {
location <0, 0, -10>
right x*image_width/image_height
up y
look_at <0, 0, 0>
}
light_source {<0, 1, -50> rgb 1.0}
sky_sphere {pigment {rgb 1}}
#declare C = function {0.5 - sqrt (x*x+y*y) + 0.1}
#declare W1 = function {f_bumps (x/C(x, y, z), y/C(x, y, z), z)}
#declare Freq = 20;
#declare Ang = function {atan2 (x, y)/(tau/Freq)}
#declare W2 = function {f_bumps (Ang (x, y, z), Ang (x, y, z), z)}
#declare Wood1 =
color_map {
[0.00 srgb <249, 210, 173>/255]
//[0.25 srgb <249, 210, 173>/255]
[0.25 srgb <252, 156, 173>/255]
//[0.50 srgb <252, 156, 173>/255]
[0.50 srgb <206, 126, 72>/255]
//[0.75 srgb <206, 126, 72>/255]
[0.75 srgb <113, 51, 24>/255]
//[1.00 srgb <113, 51, 24>/255]
}
plane {z, 0 pigment {function {W1(x, y, z)} color_map {Wood1}} }
//plane {z, 0 pigment {function {W2(x, y, z)} color_map {Wood1}} }
Attached is what I get when I try to use the functions posted here.
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Attachments:
Download 'radialfunctions.png' (108 KB)
Preview of image 'radialfunctions.png'
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