POV-Ray : Newsgroups : povray.binaries.images : worley noise (not POV-Ray) : Re: worley noise (not POV-Ray) Server Time
30 Mar 2025 23:25:14 EDT (-0400)
  Re: worley noise (not POV-Ray)  
From: Bald Eagle
Date: 26 Mar 2025 12:10:00
Message: <web.67e426b583b3e9b46563700825979125@news.povray.org>
"ingo" <nomail@nomail> wrote:

> I've not looked a voronoi cells yet, let alone colour.

That was mostly just to show the issue of trying to tile across a border of the
"unit square" being tiled.  I had to look-over the border to make sure that the
surrounding layer of vertex points was being used to calculate the edges.

So my idea was that if you're experiencing problems with turbulence and tiling,
since turbulence is going to be calculated as a perturbation of <x, y, z>, then
you might have to include a buffer layer before the turbulence gets applied,
otherwise there will be a mismatch at the crossover.

I'm not sure how you're doing things now, but I'm guessing that most things will
have to be converted to functions to make everything work out, and so you may
have to do function {pigment {_pigment pattern_ warp {turbulence}}}

I'm hoping that if you have some insights on why the tiling doesn't work out
correctly across the borders, then maybe I'll have some ideas about how to go
about fixing the Voronoi tiling problem.

- BW


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