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More playing around as I work on documentation. In the attached image
looking at slope_map{} in the yuqk fork. I believe all of the results
can be done accomplished in POV-Ray v3.8. too.
Using a scaled onion pattern with an ip_form of <1,0,1> and a
triangle_wave modifier - POV-Ray's wood without the need to rotate.
In the upper left duplicating a scene from the POV-Ray v3.8 documentation.
In the lower left trying the yuqk way to use the general value modifiers
within the normal block while also immediately chaining poly_wave.
...
#declare Fn = function {
pattern { // This {} enables value modifiers
onion
ip_form <1,0,1>
triangle_wave
poly_wave 3
}
}
cylinder {
0, y, 4
pigment { srgb <1, .9, .2> }
finish { specular 1 }
normal {
#if (1)
pigment_pattern { // This {} enables value modifiers
onion
ip_form <1,0,1>
triangle_wave
poly_wave 3
}
#else
function { Fn(x,y,z) }
#end
slope_map { SlopeMap00 }
//slope_map { SlopeMap01 }
bump_size 1.0
accuracy 0.505 // Larger values are interesting...
}
}
...
In the right column changing to larger accuracy values from that in the
left column produces interesting results. A result of the pyramid of
four locations, value field, sampling method. Looks cool. :-)
Bill P.
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Attachments:
Download 'slope_mapplay.jpg' (136 KB)
Preview of image 'slope_mapplay.jpg'
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