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Hmm... but won't the gradient give large areas of single values? because of the
shape of crackle.
BTW, I don't think that's the gradient, I think you need - not + :)
I can already do sloped rooves on toop of buildings, all I need is to use the
value of the crackle for the roof (at the moment it uses a "solid" crackle
value, so they're all flat). What I want to do is be able to put texture details
that run perpendicular to the edges of the buildings and the direction of the
roads. e.g. like roof tiles :)
--
Tek
http://www.evilsuperbrain.com
Jan Walzer <jan### [at] lzernet> wrote in message news:3c94f052@news.povray.org...
>
> "Tek" <tek### [at] evilsuperbraincom> wrote:
> > I've put some textures onto the city scape
>
> very nice ....
>
> > ...And while I'm here, I want to pick your brains: Can anyone come up with a
> > pigment that is perpendicular to crackle? i.e. it has it's junctions in the
> > centre of crackle's points, and it's points on crackle's junctions. Or am I
> just talking crazy talk?
>
> Ahh ... you want some roofes on the top of the buildings ?
> so you want the gradient of the pattern ?
> just an idea, something like (please debug):
>
> function crk_gr_x(x,y,z,a) {
> (f_crackle(x,y,z)+f_crackle(x+a,y,z))/a
> }
> function crk_gr_y(x,y,z,a) {
> (f_crackle(x,y,z)+f_crackle(x,y+a,z))/a
> }
> function crk_gr_z(x,y,z,a) {
> (f_crackle(x,y,z)+f_crackle(x,y,z+a))/a
> }
>
> function crk_gr_l(x,y,z,a) {
> sqrt(
> crk_gr_x(x,y,z,a)^2+
> crk_gr_y(x,y,z,a)^2+
> crk_gr_z(x,y,z,a)^2)
> }
>
>
>
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