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From: Greg M Johnson
Subject: Re: Towards a procedural tree macro (62kbbu)
Date: 26 Mar 2000 20:49:32
Message: <38debe2c@news.povray.org>
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Howdoya turbulate?
Lummox JR wrote:
> These trees would look just great in a background, I think; not as good
> in the foreground, though.
> Two small suggestions:
>
> 1) Turbulate the x, y, and z values just slightly based on their
> distance from the center. This will give the trees a less hemispherical
> look.
> 2) Change all n^2 to sqr(n) and n^0.5 to sqrt(n). As far as I can tell
> from the function code, these should always be faster than using an
> exponent.
>
> I think I might give this a try in an old scene (where I wanted
> background trees but settled for a textured height field) and see what
> happens.
>
> Lummox JR
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I like the look of this. I don't know anything about isosurfaces,
but I'll have a play with the code.
--
Cheers
Steve email mailto:sjl### [at] ndirectcouk
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In article <38debe2c@news.povray.org>, "Greg M. Johnson"
<"gregj;-)56590\""@aol.c;-)om> wrote:
> Howdoya turbulate?
You could turbulate an isosurface object by using it's function in a
pigment function, and using the pigment function for the actual
isosurface.
#declare TreeFn =
function {
pigment {function {...}// use the tree function as pigment pattern
color_map {[0 rgb 0][1 rgb 1]}
warp {
turbulence 0.35
}
}
}
isosurface {
function {TreeFn(x,y,z)}
...
--
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Web page: http://chrishuff.dhs.org/
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