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Christoph Hormann wrote:
>
> Xplo Eristotle wrote:
> >
> > It's just what the subject says. Sorry about the tiny render, but the
> > function is pretty slow and I was running it in the background. I'll try
> > to make a bigger one tonight while I sleep.
> >
> > Source will be posted in p.b.s-f when I get around to it.
> >
>
> Looks neat, some texture with specular finish would be nice. I suppose
> there are no overhangs in the shape :-)
Dried mud like this tends to be smooth (at least on top) and not
particularly shiny, but you're welcome to try it with a specular when I
get the code posted.
There are no overhangs, sorry. I don't think it'll be very noticible in
most applications. If you REALLY wanted some, you could probably try
adding a second, displaced copy of the function, or something of that
sort. And by 2006, we'll have machines that can render that. ;P
> The mud bits also seem to have a too strong central depression, maybe try
> modifying the crackle form vector a bit.
The form vector IS modified. I tried to find a way to make the "cells"
more even in size and strength, but form is not intuitive for me, and I
couldn't figure out how to do it. I could try using a root of the
modified crackle, I suppose, but I don't know how well the edges would
come out if I did.
There are three basic parameters to tune: the strength of the curvature,
the width of the cracks, and the strength of the function itself as it's
applied to an isosurface (it makes a lousy normal). I'll document the
code and, again, you can make your own version if you want. :)
-Xplo
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