

Soulstorm <der### [at] gomailcoza> wrote:
> I don't think it's the same problem as with bending...
> The normals are created with mathematical formulae, same with the
> primitives  I am sure with the right combination of these two it would be
> quite possible to do true surface deforms. The problem with bending is that
> the mathematics behind bending a mathematical abstract is supposedly very
> complex.
It *is* basically the same problem as in bending: You need to calculate
the intersection of a ray and a nonlinearly transformed surface.

#macro M(A,N,D,L)plane{z,9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(3<1.206434.28623>70,7)M(
1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)//  Warp 
Post a reply to this message

