The current turbulence warp I'm using just kind of swirls the texture around.
warp
{
turbulence 1/8 //.125
lambda 3 //3
}
I am wondering, how do make it so that there are also speckles--i.e., almost a
dithered or half-tone pattern?
-Mike
SharkD wrote:
> The current turbulence warp I'm using just kind of swirls the texture around.> > warp> {> turbulence 1/8 //.125> lambda 3 //3> }> > I am wondering, how do make it so that there are also speckles--i.e., almost a> dithered or half-tone pattern?> > -Mike> >
Depending on the pigment your using you can try turbulence grater than one.
I'd have turbulence of 10 with a gradient pigment map.
Leroy Whetstone <lrw### [at] joplincom> wrote:
> Depending on the pigment your using you can try turbulence grater than one.> I'd have turbulence of 10 with a gradient pigment map.
Thanks! I'll have to experiment a bit to see what results are possible.
On a further note, has anyone created a (fractal?) pattern that can produce the
rippled effect found in this satellite view of the Himalayas?
http://www.everest-2002.de/bilder/STS058-101-12a.jpg
Thanks again!
-Mike
web.487add66be836f17302c26d00@news.povray.org...
> Leroy Whetstone <lrw### [at] joplincom> wrote:>> Depending on the pigment your using you can try turbulence grater than >> one.>> I'd have turbulence of 10 with a gradient pigment map.>> Thanks! I'll have to experiment a bit to see what results are possible.>> On a further note, has anyone created a (fractal?) pattern that can > produce the> rippled effect found in this satellite view of the Himalayas?>> http://www.everest-2002.de/bilder/STS058-101-12a.jpg>> Thanks again!>> -Mike>
My best guess should be f_ridged_mf() function available in the
functions.inc standard include file though erosion is hard to simulate.
For speckles in transitions, did you play with lambda and omega?
BTW I'm following your excellent work and I jump on the opportunity to say
it is a very good job :-)
Marc
"m_a_r_c" <jac### [at] wanadoofr> wrote:
> My best guess should be f_ridged_mf() function available in the> functions.inc standard include file though erosion is hard to simulate.> For speckles in transitions, did you play with lambda and omega?
Thanks. I will try that too.
> BTW I'm following your excellent work and I jump on the opportunity to say> it is a very good job :-)>> Marc
Thank you! Once I get the orbit code working and add a nice atmosphere I will
release it.
-Mike