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Tek <tek### [at] evilsuperbrain com> wrote:
> In any case using pigment_pattern allows you to manipulate the pattern before
> pov samples a normal from it. One trick I use is: normal { pigment_pattern {
> granite scale f } 1 scale 1/f }, so that by varying the value of f you control
> the severity of the bumps.
A simpler solution is to adjust the accuracy of the normal calculations.
This is done by adding the keyword 'accuracy' to your normal block
followed by a small float (try things like .01 and smaller).
The normal calculations have changed a bit from 3.1 to 3.5 but adjusting
the accuracy will usually give you the same result as in 3.1.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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