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Could a perlin noise texture be added to POV-Ray? I mean, it's begging
to be added, for clouds, landscapes, water. I like it. It has
'persistence'. Check out
http://freespace.virgin.net/hugo.elias/models/m_perlin.htm for an idea
on how to do it (and to find out what I mean by 'persistence'). I see it
useful at least for normals, and as a pigment, it could be used in the
superpatch for mountains, and water. As media, we could use it for some
great clouds.
--
Anthony L. Bennett
http://welcome.to/TonyB
Graphics rendered
by the Dreamachine.
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The turbulence seems to be a type of perlin noise, and I have done some
experiments with isosurfaces and noise3d making perlin patterns. You
could use average and bozo at different scales.
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On Fri, 23 Jul 1999 07:30:03 -0500, Chris Huff wrote:
>The turbulence seems to be a type of perlin noise, and I have done some
>experiments with isosurfaces and noise3d making perlin patterns. You
>could use average and bozo at different scales.
Bozo, spotted, and bumps ARE Perlin noise. They just don't have a 1/f
frequency distribution.
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The 'granite' pattern is based upon 1/f noise which is afair another
name for Perlin noise.
Peter Popov
ICQ: 15002700
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Well, I thought POV would have it somewhere. I just didn't know where. With
that said, how come it's not used the way it should? Realism awaits!
--
Anthony L. Bennett
http://welcome.to/TonyB
Graphics rendered
by the Dreamachine.
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TonyB wrote:
>
> Well, I thought POV would have it somewhere. I just didn't know where. With
> that said, how come it's not used the way it should? Realism awaits!
>
> --
> Anthony L. Bennett
> http://welcome.to/TonyB
>
> Graphics rendered
> by the Dreamachine.
After looking at the examples on his page I would say that the Pov features
that utilize perlin noise are prety much the same. In fact near the bottom of
the page he even mentions Pov as one of the programs that make use of it:
Solid Textures:
Some rendering / raytracing programs, like POVray, apply texture to
objects by literally carving them from a 3-dimensional texture. This was, the
textures do not suffer from the warping usually associated with mapping 2D
textures onto (non-flat) 3D objects.
et al
--
Ken Tyler
mailto://tylereng@pacbell.net
http://home.pacbell.net/tylereng/links.htm
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Am I blind?! I didn't see that... ^_^*;
--
Anthony L. Bennett
http://welcome.to/TonyB
Non nova... sed nove.
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