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"tutki" <nomail@nomail> wrote:
> Le_Forgeron <jgr### [at] freefr> wrote:
> >
> > As per the sphere object itself, the UV mapping are hard-coded (not even
> > in memory, just computed when needed)
> > But I wonder if there is something that would stop you from applying
> > warp to the texture.
>
> Warping the texture would also be an option... is there a way to specify an
> arbitrary mapping function to remap texture values? What I have in mind is to
> use maybe a standard texture pattern as the basis, but have some kind of
> function on top of it to distort it in specific ways.
>
> Is this possible?
I'm no expert at using functions, but from simple syntax tests, it looks like a
'bare' function cannot be used to distort a pigment pattern. I.e., this
simplistic example does not work, fatal error:
#declare FUNC =
function(x){6*sin(2*pi*x)}; // *this* works OK
object{...
pigment{
cells
FUNC(.7).x // this fails; other syntax variations that I tried also fail
....
But it can successfully be used *in* a scale, or a turbulence, or etc:
scale <1, FUNC(.7).x,1>
Again, these are just syntax tests; the actual results of my examples might
be... questionable, ha.
From your description of what you are trying to accomplish, maybe a 'black hole'
warp would work (with its 'inverse' keyword)?
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