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Alain <kua### [at] videotronca> wrote:
> Replace turbulence{...} by warp{turbulence{...}}
>
> Now, add some translation or rotation after the warp. That way, the
> turbulence will get transformed. Without the warp, the turbulence get
> evaluated after any transform, and will affect every pieces the same way.
Agreed. My example was more of a 'quick' guide, to get pure woods within the
pigment_map, instead of the cells pattern's usual random blending.
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