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The upper part is an iso-surface made with
the bumps pattern "fed with itself" and then
some noise3d are added to it.
The lower part is a similar iso-surface ,
but it also have some amount of the crackle
pattern in it. The noise3d pattern in this
part are stretched out in the y-direction
Please comment.
Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html
P.S.:
Please tell me to stop when you have had
enough of these worlds of mine.
Post a reply to this message
Attachments:
Download 'cracklebumps03_.jpg' (84 KB)
Preview of image 'cracklebumps03_.jpg'
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> P.S.:
> Please tell me to stop when you have had
> enough of these worlds of mine.
you can keep going for now :), just remind me never to move into any of your
worlds :)
--
Rick
Kitty5 WebDesign - http://www.kitty5.com
TEL - +44 (01625) 266358 : FAX +44 (01625) 611913
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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Tor Olav Kristensen wrote in message <3A1### [at] onlineno>...
>
>The upper part is an iso-surface made with
>the bumps pattern "fed with itself"
Autocannibalistic isosurfaces! Oh no! Whatever shall we do?
--
Mark
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In article <3A1### [at] onlineno>, Tor Olav Kristensen
<tor### [at] onlineno> wrote:
> The upper part is an iso-surface made with
> the bumps pattern "fed with itself" and then
> some noise3d are added to it.
Bumps, bozo, spotted, and noise3d() are identical, so you could probably
get an identical image and faster results by using noise3d().
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Chris Huff wrote:
> In article <3A1### [at] onlineno>, Tor Olav Kristensen
> <tor### [at] onlineno> wrote:
>
> > The upper part is an iso-surface made with
> > the bumps pattern "fed with itself" and then
> > some noise3d are added to it.
>
> Bumps, bozo, spotted, and noise3d() are identical, so you could probably
> get an identical image and faster results by using noise3d().
Thanks.
I didn't know that the bumps and spotted patterns was of
the same kind as noise3d.
Is there any way to control the parameters for noise3d ?
(E.g.: turbulence, frequency, lambda, omega, etc.)
Sometimes I use the bozo pattern instead of noise3d
because then I have more "control" over the pattern
(at least I like to think that I have).
Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html
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Mark Wagner wrote:
> Tor Olav Kristensen wrote in message <3A1### [at] onlineno>...
> >
> >The upper part is an iso-surface made with
> >the bumps pattern "fed with itself"
>
> Autocannibalistic isosurfaces! Oh no!
=)
> Whatever shall we do?
Kill them all !
Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html
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In article <3A16FBD8.9AE30A41@hotmail.com>, Tor Olav Kristensen
<tor### [at] hotmailcom> wrote:
> Is there any way to control the parameters for noise3d ?
> (E.g.: turbulence, frequency, lambda, omega, etc.)
No, because those aren't parameters for noise3d(). :-)
Warps and transformations only work on patterns, noise3d() is another
way to access the function used to calculate the basic bozo(spotted,
bumps) pattern. In patterns, additional calculations are done on the
result of this function(to do waveforms, warps, etc...), but the
function only takes a point vector.
> Sometimes I use the bozo pattern instead of noise3d
> because then I have more "control" over the pattern
> (at least I like to think that I have).
In that case, going through a pigment function probably is the only way.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Hi Chris,
Would using vturbulence after noise3d provide similar results?
=Bob=
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-7CEB48.19282918112000@news.povray.org...
: In article <3A16FBD8.9AE30A41@hotmail.com>, Tor Olav Kristensen
: <tor### [at] hotmailcom> wrote:
:
: > Is there any way to control the parameters for noise3d ?
: > (E.g.: turbulence, frequency, lambda, omega, etc.)
:
: No, because those aren't parameters for noise3d(). :-)
: Warps and transformations only work on patterns, noise3d() is another
: way to access the function used to calculate the basic bozo(spotted,
: bumps) pattern. In patterns, additional calculations are done on the
: result of this function(to do waveforms, warps, etc...), but the
: function only takes a point vector.
:
:
: > Sometimes I use the bozo pattern instead of noise3d
: > because then I have more "control" over the pattern
: > (at least I like to think that I have).
:
: In that case, going through a pigment function probably is the only way.
:
: --
: Christopher James Huff
: Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
: TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
:
: <><
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In article <3a202ba6@news.povray.org>, "=Bob=" <Bob### [at] threestrandscom>
wrote:
> Would using vturbulence after noise3d provide similar results?
The vturbulence() function is a vector function, it is not useable in
isosurface functions and isn't particularly useful in pigments, it can't
be used to turbulate the pigment. If you are trying to manipulate
vectors, noise3d() and vwarp() or vturbulence() would be useful, as well
as eval_pattern() and eval_pigment(), but this thread was about
isosurface functions...
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Hi Chris,
Whoops, being an iso-beginner, I missed the difference between
noise3d for vectors and noise3d in an isosurface function. Spelled
the same, but quite different.
Thanks!
=Bob=
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-934FE4.16443225112000@news.povray.org...
: In article <3a202ba6@news.povray.org>, "=Bob=" <Bob### [at] threestrandscom>
: wrote:
:
: > Would using vturbulence after noise3d provide similar results?
:
: The vturbulence() function is a vector function, it is not useable in
: isosurface functions and isn't particularly useful in pigments, it can't
: be used to turbulate the pigment. If you are trying to manipulate
: vectors, noise3d() and vwarp() or vturbulence() would be useful, as well
: as eval_pattern() and eval_pigment(), but this thread was about
: isosurface functions...
:
: --
: Christopher James Huff
: Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
: TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
:
: <><
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