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Chris Huff wrote in message ...
> I think a much more intuitive syntax would be:
> deform {
> DEFORMED_OBJECT
> deformation {WARP}
> DEFORM_PARAMETERS
> OBJECT_MODIFIERS
> }
yes, good suggestion, thanks
> I would also use "weighted_normals" or "weight_normals" instead of
> "normal_weighted"
why ? this groups parameters for normal calculation ?
> "twist" instead of "turn"
yes, I thought of it, this is hardly to choose english equvalent by
non-natural-english-speak-man
:-)
> and a few other little changes
write, please
> If the object has a texture, it is deformed along with the
> object. If a texture is given in the deform{} block, it isn't deformed.
yes, this is part of my conception
even further - layered textures mixed from deformation and base object!
> deform {
> sphere {...}
> deformation {turbulence 0.5}
> accuracy 0.01
> normal_accuracy 4, 0.001
> weighted_normals on|true|yes|off|false|no
> }
what about deformations where they are good described only in part of space ?
turbulence and twist is calculable in evry point but what about placing along
spline ?
> Also, I don't know how your deformations work, but it would make sense
> to use the warps to do the job, since you are really just warping an
> object instead of a pattern. If you do this, you can avoid a lot of
> duplicated work by implementing a single warp.
I consider it
> The equivalent code for what you wrote with my suggested syntax would be:
> deform {
> box {-1, 1 texture {Texture}}
> type {twist y, 8}// twist AXIS, TWISTS_PER_UNIT_DISTANCE
> accuracy 0.05
> normal_accuracy 3, 0.01
> weighted_normals
> }
thanks, evening, going to daughter and wife I'll consider
ABX
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