Now the normal calculation takes into account and averages 5 normal vectors
(which don't seem to be sufficient) in the area around every object.
Added the possibility to define a grayscale map which controls the
interpolation between two different textures for every object.
In this example 1000 spheres are placed with no probability map but with a
texture map (a simple gradient x, but it may be an image map as well), while
1000 cylinders are placed following a checker pattern and with a texture map
(a simple gradient z).
Who wants the code (not finished yet) can e-mail me.
I'm having an exam on thursday so I won't go on with this macro next week.
Cheers,
jrg.
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