How about using a sphere sweep to define the basic shape of the object. Use
that sweep in a object pigment pattern. Add turbulence to the resulting
pigment and then use evel_pigment to pickout points on the surface. I have
a file that uses a similar technique, just have to find it if this is
something that would help. It's vaguely similar to isosurfaces but I find
it a little more useful and faster to be able to visualize the object as a
pigment first.
Chris Johnson.
"David Wallace" <dar### [at] earthlink net> wrote in message
news:3ce34410@news.povray.org...
> Sphere_sweep is ok for simple tubes (radius depends on u but not v). Then
> there are times when you want complex results like pigment displacement
> mapping on a tube. I can pull that off with my macro-based surface if the
> twizzles don't hit too hard.
>
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