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"Ross" <rli### [at] everestkcnet> wrote:
> "PM 2Ring" <nomail@nomail> wrote in message
> news:web.42cbc57df9e477ad30757dd90@news.povray.org...
> > In the General group, Ross posted an interesting warped pigment function,
> > used to define a texture map & surface normal. Here is a version using an
> > isosurface.
>
> I had tried that too, but i couldn't get mine to look that nice. I had to
> crank up the max gradient. i'm not super familiar with isosurfaces yet. did
> you just do something like "f_sphere(...)+myPigmentFunction(...).gray"?
Almost. See the other thread (in the General group) for the source. Avoid
using .gray when possible. It requires more calculation than a simple .x,
and they result in exactly the same thing if you're using a greyscale
colour_map.
> by the way, i can't take any of the credit for the multiple warp technique.
> someone here used it this year for a really hot looking media fire. it
> looked amazing. I only used it for pigments instead of densities. i can't
> find who it was now.
Maybe Warp?
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