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"Christopher James Huff" wrote:
> Noise won't give an even distribution anyway.
> I think this is the way POV combines them though.
Well I don't know. Try to render the code below with different values of
Freq.
#declare Freq = 6.2;
#declare C = 10000;
#while (C>0)
sphere {
vturbulence(2,0.5,1,Freq*C), 0.05
pigment {rgb 10}
}
#declare C = C-1;
#end
camera {location -100*z look_at 0 angle 3}
plane {-z,-10 pigment {checker rgb 6, rgb 7}}
Setting Freq to any non-integer value gives a rather spherical distribution.
But setting Freq to an integer value gives an exact box-shaped distribution.
More strangely, it seems to be the exact same distribution no matter which
integer value you choose! I find this very confusing, and I think it's
related to the grid-like appearances in the noise pattern.
> A warp function analogous to the transform functions
> would be very useful, and I think it's been suggested
> before...but if you look at the code, warps are pretty
> embedded in patterns. It might have been decided it was
> better to wait until that code was in better shape
> (or to wait for 4.0).
I can only hope...
> I forgot about that...well, the workaround is to scale
> it down into the [0, 1] range in the function and scale
> it back outside.
What do you mean? Using atan2() and tan(), or...?
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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