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On 04/01/12 02:45, Christian Froeschlin wrote:
> Very neat!
Thanks!
> Tried some simple procedural base textures (gradient + spiral2).
Yeah... crackle is also a good base.
> I'm still not quite sure what properties a good base texture should
> have, some are quite impossible to line up (your *_03 sample also has
> some odd edges).
Well, already repeating patterns are the best, of course. Also, you
can get ride of the random rotation, and use instead a fixed amount, to
line up the image patterns with the tiling pattern: it should give you
more chances to get a result without obvious seams.
Another way I've just found, is to apply successive repeat warps
combined with 120 degree rotations, "a la stbenge":
#declare t_base=
texture{
pigment{
image_map{jpeg imagemap interpolate 2}
rotate 90*x
translate rand(r_pattern)*x
translate rand(r_pattern)*z
rotate 360*rand(r_pattern)*y
scale im_scale
#local nCount = 0;
#while ( nCount < 360/120 )
rotate 120*y
warp { repeat .5*x flip x}
warp { repeat sqrt(.75)*z flip z}
#local nCount = nCount + 1;
#end
}
finish{emission 1}
}
This limits a bit the variety of the results, but you get ride of the
visible seams.
--
Jaime
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