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I don't think this is possible in 3.5 but I'll ask anyways (perhaps it'll
give someone an idea for a patch ;) )
This is a bit difficult to explain but: I want to be able to translate an
object according to the turbulence value at its location. Let's say we have
a plane with a checker pattern on it and we place a little ball at the
origin. If we apply turbulence to the checker pattern, the point that was
originally at <0,0,0> is now somewhere else defined by the turbulence
parameters. I would like to be able to move the sphere to this new
location, something along the lines of:
plane{y 0
pigment{
checker rgb 1 rgb 0
turbulence 0.5
octaves 5
lambda 1.2
omega .25
}
}
#declare newpt =
sphere{0 0.1
pigment{rgb <1,0,0>}
translate turb_translate(
<0,0,0> //point to read turbulence value from
turbulence 0.5
octaves 5
lambda 1.2
omega .25
)
}
Does anyone have any idea on how this can be done in 3.5?
-tgq
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On Fri, 12 Jul 2002 10:12:32 -0400, "TinCanMan" <Tin### [at] hotmailcom>
wrote:
> This is a bit difficult to explain but: I want to be able to translate an
> object according to the turbulence value at its location. Let's say we have
> a plane with a checker pattern on it and we place a little ball at the
> origin. If we apply turbulence to the checker pattern, the point that was
> originally at <0,0,0> is now somewhere else defined by the turbulence
> parameters. I would like to be able to move the sphere to this new
> location, something along the lines of:
Can you use user defined functions to recreate turbulence behaviour ?
If yes, that's could be solution (using some noise functions additionaly).
ABX
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TinCanMan wrote:
>
> [...]
> Does anyone have any idea on how this can be done in 3.5?
Have a look at the 'vturbulence()' function.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 30 Jun. 2002 _____./\/^>_*_<^\/\.______
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>
> Can you use user defined functions to recreate turbulence behaviour ?
> If yes, that's could be solution (using some noise functions additionaly).
>
Possibly.
How would you get the translation value from the noise function?
-tgq
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On Fri, 12 Jul 2002 16:22:46 +0200, Christoph Hormann <chr### [at] gmxde>
wrote:
> > Does anyone have any idea on how this can be done in 3.5?
>
> Have a look at the 'vturbulence()' function.
It can be wrong solution when you want displace geometry instead of vector as
for displacement in isosurfaces.
ABX
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>
> Have a look at the 'vturbulence()' function.
>
> Christoph
>
Thanks, but it appears to be the opposite of what I want (if I understand
turbulence properly). The vector returned by vturbulence() for pt A is the
original vector of the point that is essentially now located at A rather
than where the point that was originally at A is now.
-tgq
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On Fri, 12 Jul 2002 10:23:11 -0400, "TinCanMan" <Tin### [at] hotmailcom>
wrote:
> > Can you use user defined functions to recreate turbulence behaviour ?
> > If yes, that's could be solution (using some noise functions additionaly).
>
> Possibly.
> How would you get the translation value from the noise function?
<f_noise(x,y,z),f_noise(y,z,x),f_noise(y,z,x)> ?
ABX
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news:i8qtiusukna1bkaftjqee1nekhildarvqe@4ax.com...
> On Fri, 12 Jul 2002 10:23:11 -0400, "TinCanMan"
<Tin### [at] hotmailcom>
> wrote:
> > > Can you use user defined functions to recreate turbulence behaviour ?
> > > If yes, that's could be solution (using some noise functions
additionaly).
> >
> > Possibly.
> > How would you get the translation value from the noise function?
>
> <f_noise(x,y,z),f_noise(y,z,x),f_noise(y,z,x)> ?
>
> ABX
Hmm, I'll try this out.
After reading more into how turbulence works I don't think there is a simple
solution to this. Turbulence works by grabbing a value *from* the
turbulated location rather than moving the point *to* a turbulated location.
-tgq
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On Fri, 12 Jul 2002 10:36:16 -0400, "TinCanMan" <Tin### [at] hotmailcom>
wrote:
>
> Thanks, but it appears to be the opposite of what I want (if I understand
> turbulence properly). The vector returned by vturbulence() for pt A is the
> original vector of the point that is essentially now located at A rather
> than where the point that was originally at A is now.
I'm affraid it will be the same in my solution. What you are looking for is
bidirectional (reversable) turbulence (noise). I have looked for this kind if
noise at the time when I was working on deform patch. I passed but perhaps you
will find it.
ABX
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>
> It can be wrong solution when you want displace geometry instead of vector as
> for displacement in isosurfaces.
I think TinCanMan only wanted to translate a sphere.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 30 Jun. 2002 _____./\/^>_*_<^\/\.______
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