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"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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