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In the General group, Ross posted an interesting warped pigment function,
used to define a texture map & surface normal. Here is a version using an
isosurface.
See thread "normals and textures using texture_map"
<web.42cbc31df229687430757dd90@news.povray.org> for details and scene
files.
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Preview of image 'rossisoa3.jpg'
![rossisoa3.jpg](/povray.binaries.images/attachment/%3Cweb.42cbc57df9e477ad30757dd90%40news.povray.org%3E/rossisoa3.jpg?ttop=441697&toff=5150&preview=1)
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"PM 2Ring" <nomail@nomail> wrote in message
news:web.42cbc57df9e477ad30757dd90@news.povray.org...
> In the General group, Ross posted an interesting warped pigment function,
> used to define a texture map & surface normal. Here is a version using an
> isosurface.
I had tried that too, but i couldn't get mine to look that nice. I had to
crank up the max gradient. i'm not super familiar with isosurfaces yet. did
you just do something like "f_sphere(...)+myPigmentFunction(...).gray"?
by the way, i can't take any of the credit for the multiple warp technique.
someone here used it this year for a really hot looking media fire. it
looked amazing. I only used it for pigments instead of densities. i can't
find who it was now.
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"Ross" <rli### [at] everestkc net> wrote:
> "PM 2Ring" <nomail@nomail> wrote in message
> news:web.42cbc57df9e477ad30757dd90@news.povray.org...
> > In the General group, Ross posted an interesting warped pigment function,
> > used to define a texture map & surface normal. Here is a version using an
> > isosurface.
>
> I had tried that too, but i couldn't get mine to look that nice. I had to
> crank up the max gradient. i'm not super familiar with isosurfaces yet. did
> you just do something like "f_sphere(...)+myPigmentFunction(...).gray"?
Almost. See the other thread (in the General group) for the source. Avoid
using .gray when possible. It requires more calculation than a simple .x,
and they result in exactly the same thing if you're using a greyscale
colour_map.
> by the way, i can't take any of the credit for the multiple warp technique.
> someone here used it this year for a really hot looking media fire. it
> looked amazing. I only used it for pigments instead of densities. i can't
> find who it was now.
Maybe Warp?
Post a reply to this message
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"PM 2Ring" <nomail@nomail> wrote in message
news:web.42ccd87ced5cbe3aad93754b0@news.povray.org...
> "Ross" <rli### [at] everestkc net> wrote:
> > "PM 2Ring" <nomail@nomail> wrote in message
> > news:web.42cbc57df9e477ad30757dd90@news.povray.org...
> > > In the General group, Ross posted an interesting warped pigment
function,
> > > used to define a texture map & surface normal. Here is a version using
an
> > > isosurface.
> >
> > I had tried that too, but i couldn't get mine to look that nice. I had
to
> > crank up the max gradient. i'm not super familiar with isosurfaces yet.
did
> > you just do something like "f_sphere(...)+myPigmentFunction(...).gray"?
>
> Almost. See the other thread (in the General group) for the source. Avoid
> using .gray when possible. It requires more calculation than a simple .x,
> and they result in exactly the same thing if you're using a greyscale
> colour_map.
>
> > by the way, i can't take any of the credit for the multiple warp
technique.
> > someone here used it this year for a really hot looking media fire. it
> > looked amazing. I only used it for pigments instead of densities. i
can't
> > find who it was now.
>
> Maybe Warp?
>
Found it, it was Loki with a posting entitled "Another one..." from May 6,
2005 and a different image in the same thread later that day.
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Impressive...
If you put other iteresting stuff around it (I can't imagine WHAT), this
could make a really cool picture!
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