|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Is there any way of twisting a texture? It would make galaxies easier if I
could just use a twist warp on a stretched spherical density for galaxies
because galaxies are more dens near the centre than on the outer arms.
--
-Nekar Xenos
"The truth is out there"
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nekar wrote:
> Is there any way of twisting a texture? It would make galaxies easier if I
> could just use a twist warp on a stretched spherical density for galaxies
> because galaxies are more dens near the centre than on the outer arms.
You could try with a spiral texture map, or by developing a better
user-defined function (which you can then use as a pattern in the
texture map).
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Wasn't it Nekar who wrote:
>Is there any way of twisting a texture? It would make galaxies easier if I
>could just use a twist warp on a stretched spherical density for galaxies
>because galaxies are more dens near the centre than on the outer arms.
Do you mean like "warp {cylindrical}"?
--
Mike Williams
Gentleman of Leisure
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Nekar" <ger### [at] rpmmagcoza> wrote:
> Is there any way of twisting a texture? It would make galaxies easier if I
> could just use a twist warp on a stretched spherical density for galaxies
> because galaxies are more dens near the centre than on the outer arms.
>
>
> --
> -Nekar Xenos
> "The truth is out there"
There is no warp option to do this.
But have a look at this function pattern and see if it can help do what you
want:
//START
camera{
up y
right x*image_width/image_height
angle 45
location y*4
look_at 0
}
#local PolL=function (x,z){sqrt(x*x+z*z)}
#local PolA=function (x,z){degrees(acos(x/PolL(x,z)))*select(z,-1,1)}
#local A=360;//Rotate 'A' degrees/unit length from center
#local PSPHERE = function {pigment{spherical}}
#local PSPHERE2 = function {PSPHERE(x*2,y,z).gray}
#local PSPHERE3 = function
{PSPHERE2(cos(radians(PolA(x,z)+PolL(x,z)*A))*PolL(x,z),y,sin(radians(PolA(x,z)+PolL(x,z)*A))*PolL(x,z))}
plane{y 0 pigment{function{PSPHERE3 (x,y,z)}} finish{ambient 1}}
//END
-tgq
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
is no warp option to do this.
> But have a look at this function pattern and see if it can help do what
> you
> want:
>
> //START
> camera{
> up y
> right x*image_width/image_height
> angle 45
> location y*4
> look_at 0
> }
>
> #local PolL=function (x,z){sqrt(x*x+z*z)}
> #local PolA=function (x,z){degrees(acos(x/PolL(x,z)))*select(z,-1,1)}
>
> #local A=360;//Rotate 'A' degrees/unit length from center
>
> #local PSPHERE = function {pigment{spherical}}
> #local PSPHERE2 = function {PSPHERE(x*2,y,z).gray}
> #local PSPHERE3 = function
>
{PSPHERE2(cos(radians(PolA(x,z)+PolL(x,z)*A))*PolL(x,z),y,sin(radians(PolA(x,z)+PolL(x,z)*A))*PolL(x,z))}
>
> plane{y 0 pigment{function{PSPHERE3 (x,y,z)}} finish{ambient 1}}
>
> //END
Can functions be used as media densities? If so then this might work.
--
-Nekar Xenos
"The truth is out there"
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Mike Williams" <nos### [at] econymdemoncouk> wrote in message
news:gZx7JFAag+oEF### [at] econymdemoncouk...
> Wasn't it Nekar who wrote:
>>Is there any way of twisting a texture? It would make galaxies easier if
>>I
>>could just use a twist warp on a stretched spherical density for galaxies
>>because galaxies are more dens near the centre than on the outer arms.
>
> Do you mean like "warp {cylindrical}"?
>
> --
> Mike Williams
> Gentleman of Leisure
something that would give the effect of:
density{ spherical scale <1,0.01,0.1> warp{spiral} density_map{[0 colour rgb
0][1 colour rgb 1]}}
--
-Nekar Xenos
"The truth is out there"
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nekar wrote:
> something that would give the effect of:
> density{ spherical scale <1,0.01,0.1> warp{spiral} density_map{[0 colour rgb
> 0][1 colour rgb 1]}}
Perhaps using MegaPOV displace warp instead a regular warp?
--
Jaime
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nekar nous apporta ses lumieres en ce 30/06/2006 04:44:
> is no warp option to do this.
>> But have a look at this function pattern and see if it can help do what
>> you
>> want:
>>
>> //START
>> camera{
>> up y
>> right x*image_width/image_height
>> angle 45
>> location y*4
>> look_at 0
>> }
>>
>> #local PolL=function (x,z){sqrt(x*x+z*z)}
>> #local PolA=function (x,z){degrees(acos(x/PolL(x,z)))*select(z,-1,1)}
>>
>> #local A=360;//Rotate 'A' degrees/unit length from center
>>
>> #local PSPHERE = function {pigment{spherical}}
>> #local PSPHERE2 = function {PSPHERE(x*2,y,z).gray}
>> #local PSPHERE3 = function
>>
{PSPHERE2(cos(radians(PolA(x,z)+PolL(x,z)*A))*PolL(x,z),y,sin(radians(PolA(x,z)+PolL(x,z)*A))*PolL(x,z))}
>>
>> plane{y 0 pigment{function{PSPHERE3 (x,y,z)}} finish{ambient 1}}
>>
>> //END
>
> Can functions be used as media densities? If so then this might work.
>
>
Sure can. Anything that you can use as a pigment or for an isosurface CAN be used for
media density.
After all, all pigment pattern are realy built-in functions that return specific
values for specific
coordinates.
--
Alain
-------------------------------------------------
WARNING: The consumption of alcohol may lead you to think people are laughing WITH
you.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
>> Can functions be used as media densities? If so then this might work.
>>
>>
> Sure can. Anything that you can use as a pigment or for an isosurface CAN
> be used for media density. After all, all pigment pattern are realy
> built-in functions that return specific values for specific coordinates.
>
Thanks Alain, I'll give it a try.
--
-Nekar Xenos
"The truth is out there"
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |