"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
> > What controls the pigment value selected for the cell? Is it just a random
> > number, or do proximate cells select from the same value range. I'm finding the
> > more variation with smaller ranges in my pigment_map, the less "clumpy" the
> > cells become, but does it follow the normal ramp_wave or is it just a linear
> > random number?
> From source/core/material/pattern.cpp
> There's a few extra pre-main-pattern sections, and I've always wanted to
> translate the source code algorithm into SDL so that people could vary the field
> of random points, or otherwise modify the pattern to suit their needs.
> The following may also interest you:
Thanks, that's very helpful. I should probably spend some time looking over the
source code more often. My C++ is a little rusty from disuse, though.
So, the _map entry based on the node point of the cell, and uses the noise
generator chosen in your global options for the scene. It doesn't appear there
is a way to separately scale the node points for the call to the noise
generator, so creating more randomness across neighboring cells is a matter of
having fine-grained _maps to choose from.
-- Chris R.
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