POV-Ray : Newsgroups : povray.binaries.images : Noise3d and Megapov 0.5 : Re: Noise3d and Megapov 0.5 Server Time
4 Nov 2024 15:18:27 EST (-0500)
  Re: Noise3d and Megapov 0.5  
From: Bob Hughes
Date: 29 Jun 2000 10:23:47
Message: <395b5bf3@news.povray.org>
"Warp" <war### [at] tagpovrayorg> wrote in message news:395b531e@news.povray.org...
|  Which one of those images, the second or the third,
| looks better if you think about it as a water surface?

I wasn't asked, directly anyway, but I have to agree that Jerome's method is
different and that the most water-worthy is the currently used noise3d in
MegaPov, plus a little scaling up of y and not x and z.
It really comes down to the wire when you need a definition of what noise3d is
actually supposed to be in the first place, which I assume is a common pattern
algorithm(?).  A quick search and I found a web page listing many patterns:
http://www.cinegrfx.com/tour/opbox-descriptions/Patterns.html  for a program
called GenShade which outputs shaders for Renderman, BMRT... too bad they
don't list the equations  :-)
Anyhow, I have to say that the "bump-like" quality of Jerome's patch is a
different animal--- for all I know about it, which is nothing.  noise3d seems
to be soley based on fairly even-sloping undulation.

Bob


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