|
|
Abe wrote:
>
> > These are basically close enough for texturing work. So, what does it
> > affect in POV-Ray? Functions that directly call Noise() are: Bozo,
> > Granite, Spotted, Bumps, Dents, Wrinkles, The functions that use
> > Turbulence() (based on Noise()) are: Marble, Agate, and Irid.
> > Turbulence warps are based on DTurbulence() (which uses DNoise()).
>
> If I may be so bold as to stick my nose in here...
>
> Would this bias in Noise() manifest itself as "flat" areas in a Bozo
> normal modifier
Yes. Also broad areas of color at the bottom of the color map.
Xander
Post a reply to this message
|
|