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Hi,
I want to groove out (cut out) from isosurface shape (that reassembles an
box) a text (or other height-field-shape)
Hf is "hf.bmp" or "hf.bmp", 8 bit depth would be enought.
isosurface functions is say[1]:
function {
-1
+pow(abs(x),5)+pow(abs(y),5)+pow(abs(z),5)
}
now, how to make in forward Z wall (-z wall, close to camera at i.e. -z*10)
a hole, more or less deep (longer into +z direction) basing on colors in
hf.bmp?
[1] btw, the actual function represents a peace of wood, so box is strongly
distored:
function {
-1
+pow(abs(x/X)
+f_noise3d(x,y+TT,z)*.1,5)+pow(abs(y/Y)+f_noise3d(x,y+TT,z)*.1,5)+pow(abs(z
/Z) +f_noise3d(x,y+TT,z)*.04,5)
+ pow(max(abs(y)-9.0,0)*2,2)
+ pow(f_noise3d(x* 9,y* 9*0.3,z* 9+TT2),2.5)*0.18 // med
+ pow(f_noise3d(x*26,y*26 ,z*17+TT2),2.5)*0.05 // small
}
i'll post in .b.i when ready
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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