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In article <8F7FCD07Bseed7@204.213.191.228>, ing### [at] homenl (ingo)
wrote:
> Generate a "raindrop" with a force between 0 and 10.
> Go to the first voxel in the first layer. If value of the voxel is 0, go
> to the first voxel in the next layer (=z direction).
> Reduce voxel and raindrop by two. Is there still some juice in the drop,
> randomly choose a direction +x, -x, +y or -y. Go in that direction till
> you hit a voxel that is not 0. Reduce voxel and drop by two. Do so until
> raindrop is 0 or you move outside the df3.
> Then generate a second drop, goto the second drop of the first layer etc.
> Do so for all voxels in the layer. Then start all over again. Do this 20
> times for each frame rendered.
Hmm, I wonder how hard it would be to make it follow the contours of the
surface, and deposit material as well as removing it.
Another possible feature that should be a lot easier to implement: wind.
Instead of going straight down to the first voxel, allow the direction
to be skewed a little.
I can see other possibilities for variants of this algorithm: weathering
on an ancient building or statue, etc.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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