> > #declare transTex = texture {
> > pigment_pattern {function{abs(sin(x*4)+cos(y*8))*0.5}}
> > texture_map {
> > [0 pigment {rgbt <0,0,0,1>}]
> > [1 pigment {MyPigment}]
> > }
> > }
Another approach which preserves "sine wave" appearance as opposed to
"scallop wave" is this:
pigment_pattern {function{(sin(x*4)+cos(y*8)+2)*0.25}}
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