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1 Nov 2024 11:16:30 EDT (-0400)
  Coding help: efficient for hand-made recursive noise3d (Message 1 to 4 of 4)  
From: Greg M  Johnson
Subject: Coding help: efficient for hand-made recursive noise3d
Date: 10 Jan 2001 09:11:24
Message: <3A5C6C37.46DC6245@my-dejanews.com>
I'm trying to code a recursive noise3d function. It is essentially:

SUM { 1/n * noise3d(x*(n^j), y*(n^j), z*(n^j)) }
    where    n =constant (about 2.0 to 3.0)
    and        j goes from 1 to some big number >>10.

So far, I'm doing this OK by hand typing w/ copying and pasting.

Q's:
1. Any way to code this? So far, I'm running into hurdles with:
    "parser is bored," and  povray not liking #dec's in the middle of a
function declaration.

2. FEATURE REQUEST:
This is what I hoped the heteromf actually was (It ain't, and "not that
there's anything wrong with that," to quote Kramer.)  If something like
this were coded into a patch, would there be worthwhile efficiencies
over say my hand-typed func decl?

3. Does something in math exist that's already like this?

Thanks.


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From: Ron Parker
Subject: Re: Coding help: efficient for hand-made recursive noise3d
Date: 10 Jan 2001 09:59:57
Message: <slrn95ou7f.6k2.ron.parker@fwi.com>
On Wed, 10 Jan 2001 09:05:43 -0500, Greg M. Johnson wrote:
>3. Does something in math exist that's already like this?

Does the granite pigment not give you the desired result?

-- 
Ron Parker   http://www2.fwi.com/~parkerr/traces.html
My opinions.  Mine.  Not anyone else's.


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From: Greg M  Johnson
Subject: Re: Coding help: efficient for hand-made recursive noise3d
Date: 10 Jan 2001 11:04:20
Message: <3A5C86AF.183838E@my-dejanews.com>
Aaaah.  Will try it.

Ron Parker wrote:

> On Wed, 10 Jan 2001 09:05:43 -0500, Greg M. Johnson wrote:
> >3. Does something in math exist that's already like this?
>
> Does the granite pigment not give you the desired result?


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From: Greg M  Johnson
Subject: Re: Coding help: efficient for hand-made recursive noise3d
Date: 10 Jan 2001 11:35:04
Message: <3A5C8DB6.9ADAC353@my-dejanews.com>
Thanks, but I think no. The "coastline" here soon degrades to a straight
line after few orders of magnitude.

Ron Parker wrote:

> Does the granite pigment not give you the desired result?


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