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I'm trying to render some realistic cloud images in POV-Ray for use as
textures in an OpenGL program, and I made one that looks pretty good. What
I'd like to do now is do something akin to changing the DNoise seed so I can
generate different clouds without making them any more or less turbulent.
How can I do that?
Thanks,
Aaron
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Wasn't it Aaron Plattner who wrote:
>I'm trying to render some realistic cloud images in POV-Ray for use as
>textures in an OpenGL program, and I made one that looks pretty good. What
>I'd like to do now is do something akin to changing the DNoise seed so I can
>generate different clouds without making them any more or less turbulent.
>How can I do that?
If you're talking about a cloud pigment on a two dimensional surface,
then just translate the pigment in the third dimension. For example in
this complete scene, replace the 123 by any other number.
#include "textures.inc"
plane {z,10
pigment {Bright_Blue_Sky translate z*123}
finish {ambient 1}
}
--
Mike Williams
Gentleman of Leisure
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Hash: SHA1
Mike Williams wrote:
| Wasn't it Aaron Plattner who wrote:
|
|>I'm trying to render some realistic cloud images in POV-Ray for use as
|>textures in an OpenGL program, and I made one that looks pretty good.
What
|>I'd like to do now is do something akin to changing the DNoise seed so
I can
|>generate different clouds without making them any more or less turbulent.
|>How can I do that?
|
|
| If you're talking about a cloud pigment on a two dimensional surface,
| then just translate the pigment in the third dimension. For example in
| this complete scene, replace the 123 by any other number.
|
| #include "textures.inc"
|
| plane {z,10
| pigment {Bright_Blue_Sky translate z*123}
| finish {ambient 1}
| }
|
Sorry, I meant media clouds using spherical density media with
turbulence. I managed to get the effect I was looking for by
translating the media, applying the turbulence warp, and then
translating it back.
Aaron
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