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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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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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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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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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