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"Tek" <tek### [at] evilsuperbraincom> wrote:
> I still think this wouldn't solve my problem, all it does is add noise on
> top of the controlling function, so you still get sharp edges.
>
> You should render the close up with a lower camera position, so it has a
> more edge-on view of the sharp edge, at the moment the sharpness is mostly
> round the edge of the blobs so you can't really tell how sharp/smooth it is.
>
Yes, I see your...point. ;-)
Here's a close-up view of image #3, "in the curl," to try and show the true
nature of what's going on. The noise does indeed come to a sharp point as
it reaches the tips of the triangle waves. You're right. But then it comes
back with a vengeance--in its typical rounded form--right after that.
I could be wrong, but I don't think there is a *particular* controlling
function at work here. That is, POV-Ray seems to treat each of the three
functions "equally," so that the final result is a blending of all
three...but only where all three functions happen to coincide in space. At
least, that's what I see from the purely visual evidence.
The stretched-out nature of the noise is the result of TWO things, it seems:
the "curling function" that I added to it; and the curled triangle waves
themselves. I had originally assumed that ONLY the curling
function-added-to-noise was responsible.
Another little thought struck me: Fading in even smaller-scale noise--but
only out at the extreme tips--to further break up the noise that's already
there Might add a bit more realism.
Ken
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