CreeD wrote:
> Thanks to all that replied (the bucky ball is neat T.O.C.) ...
> let me rephrase my earlier question.
>
> Is there a 'standard' way to take a pigment/normal such as marble, wood, or
> basic checker-type patterns and make them not only *look* like a surface
> normal
> but to actually *be* a surface normal using isosurfaces?
> The hexagon thing didn't work but I got it to sorta do what I was
> expecting, in that
> I ended up with a bunch of 3-D six-sided polygons extruding in the y
> direction.
>
> What would the code look like for a crackle sphere using isosurfaces?
#declare Normal = function { pigment { crackle } }
isosurface {
function { sqrt(x^2+y^2+z^2)-1-Normal*.1 }
...
}
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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