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In article <38765a6e@news.povray.org>, "omniVERSE" <inv### [at] aolcom>
wrote:
> Well, you're talking to an ignoramus here anyway, so that doesn't help at
> all.
> The text spacing suffered in the translation but I guess I get you're
> point
> anyhow. What's perplexing is why the "x" ever changes if I'm
> understanding
> this whatsoever. Idea is that it gets seen together with whatever
> equation
> then? x=6 is also (2*x)=3 just simply sounds like division, (x/2)=3, in
> the
> usual sense. Maybe that's where other people are going wrong in the
> thinking.
> Oh! Do you mean that "x" is the only thing checked in some way? So
> despite the resulting math it looks back at "x" alone??
Say F() is a function that takes one parameter and returns a unique
value for every value given it.
If A=F(x) when x=6, A=F(2*x) when x=3.
If the function gives a certain result for a certain input, multiplying
the input numbers by 2 will make it hit that result twice as soon.
> Maybe I'm catching on, but you need not try and explain further unless
> someone else is trying figuring this stuff out.
Well, I am going to have to learn how to explain this stuff sooner or
later. I think I am getting better...:-)
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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It's been my experience that noise3d does suffer from flat crests and
troughs (to use an analogy). I've not encountered any way to avoid it,
either. I wish there were a way around it, though.
Ron Parker wrote:
> I don't think noise3d suffers from the same problems
> as bozo and other patterns. Try making your bounding box larger.
>
> --
> These are my opinions. I do NOT speak for the POV-Team.
> The superpatch: http://www2.fwi.com/~parkerr/superpatch/
> My other stuff: http://www2.fwi.com/~parkerr/traces.html
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit the still unfinished isosurface tutorial:
http://members.aol.com/stbenge
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