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In article <39DDAB0F.7C1182B2@my-dejanews.com>,
gre### [at] my-dejanewscom wrote:
> Is there a way we could have two functions,
>
> 1) one "[-0.5, 1.5] clamped down to [0,1].", for all the folks
> complaining about their old sky textures,
>
> 2) one based on this raw [-0.5, 1.5] noise, but
> newnoise=(computersrawnoisefunction +0.5) /2
That is what is done now, though it is controlled with the #version
directive.
Anyway, two noise functions are not necessary, since you can get the old
one from the new version(but you can't go the other way, and get
plateau-less noise from the old kind). Just put a space of solid
material(color, texture, pigment, etc) at each end of the blend map, and
squash the existing colors into the middle. I think this is the cleanest
and best solution, even though it does require changing some older
scenes.
But if you really want separate noise types, it could be done by
internally duplicating every feature that uses noise, and using a
"#noise_type" keyword to tell the parser which one to choose. This would
be very time-consuming to do, and messy(since it would need two versions
of bozo, wrinkles, turbulence, etc, etc...), but it would allow you to
use both types of noise in one scene, and would be the cleanest from the
user's point of view.
A much simpler way would be a global_settings keyword, but that would
force everything in the scene to use the same noise type. This could be
a problem if you are using include files which depend on a different
noise type.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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