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I want to perturb the normals of a sphere so that they all point 'lower'
than usual. So the normals on the north pole (+y) of the sphere should
point slightly outwards in the x-z plane rather than straight up, the
normals on the equator should point south, and those on the south pole
should still point down. I'm having trouble visualising the exact effect
normal patterns are supposed to have, so I thought I'd better check.
Is an appropriately scaled gradient y pattern what I want here?
Daniel
--
I went to the CO guess what he told me guess what he told me | apologies
He said boy u better learn to like Win no matter what u do | to Prince
But he's a fool, 'cos nothing compares, nothing compares 2 GNU
http://surreal.istic.org/ | A tidy desk is the product of an empty mind.
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Daniel Hulme <pho### [at] isticorg> wrote:
> I'm having trouble visualising the exact effect
> normal patterns are supposed to have, so I thought I'd better check.
You'll just get a sphere which lighting is a bit odd-looking.
(Also if it's reflecting, the reflections will look a bit odd too.)
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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> You'll just get a sphere which lighting is a bit odd-looking.
> (Also if it's reflecting, the reflections will look a bit odd too.)
Well, not in this case. It's for my project, and the normal pattern
applied to the object determines the direction the strands of fur have
when they leave the surface (i.e. the strands point in the direction of
the perturbed surface normals). It's not doing what I expect it to do,
and I'm not sure whether it's the code or my expectations that are
buggy :->
Thanks for the hint,
Daniel
--
I went to the CO guess what he told me guess what he told me | apologies
He said boy u better learn to like Win no matter what u do | to Prince
But he's a fool, 'cos nothing compares, nothing compares 2 GNU
http://surreal.istic.org/ | A tidy desk is the product of an empty mind.
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Wasn't it Daniel Hulme who wrote:
>Well, not in this case. It's for my project, and the normal pattern
>applied to the object determines the direction the strands of fur have
>when they leave the surface (i.e. the strands point in the direction of
>the perturbed surface normals). It's not doing what I expect it to do,
>and I'm not sure whether it's the code or my expectations that are
>buggy :->
How are you managing to determine the perturbed normal in order for the
hairs to take that direction?
The normal returned by trace() ignores perturbations, so you can't be
doing it that way.
I can't find any equivalent of eval_pigment() that could be used to
determine the perturbed normal, and I can't write one in the same way as
eval_pigment(), because it uses pigment functions and there's no such
thing as normal functions.
--
Mike Williams
Gentleman of Leisure
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> How are you managing to determine the perturbed normal in order for
> the hairs to take that direction?
In C++, not SDL. I call Perturb_Normal.
Daniel
--
I went to the CO guess what he told me guess what he told me | apologies
He said boy u better learn to like Win no matter what u do | to Prince
But he's a fool, 'cos nothing compares, nothing compares 2 GNU
http://surreal.istic.org/ | A tidy desk is the product of an empty mind.
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> > I'm having trouble visualising the exact effect
> > normal patterns are supposed to have, so I thought I'd better check.
No worries, have made it work now. It looks lovely! I will post in p.b.i
at some point.
Thanks all,
Daniel
--
I went to the CO guess what he told me guess what he told me | apologies
He said boy u better learn to like Win no matter what u do | to Prince
But he's a fool, 'cos nothing compares, nothing compares 2 GNU
http://surreal.istic.org/ | A tidy desk is the product of an empty mind.
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