"Bald Eagle" <cre### [at] netscapenet> wrote:
> Pfft.
> I rolled my own and came up with more or less the same curves, but the way the
> parameters influence them is different (of course...).
>
> Maybe I can adapt this into a pigment pattern and a normal.
Played around a bit more.
It seems that the quilted pattern uses a radial/spherical distance as the
driving parameter for the function, whereas I thought using a min max formula
for a box would give a "distance formula" that tracked the square/cubic shape.
It also seems that the quilted normal is an inverted function from the pigment
pattern, as I need to use 1-Fn(x,y,z) to get the same effect (convex face, with
concave edges)
Stock quilted in foreground (control0 0 control1 0), my function in the back
(c0=1 c1=0)
SO many things here have touched on what I learned and developed in past
projects.
rounded box isosurface
bilinear interpolation pattern
Bezier bicubic spline
space-tesselating patterns and isosurfaces
crackle/Delaunay/Voronoi wips
No ideas at this point about performance or numerical stability with regard to
the offsets, etc.
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