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Jim Charter <jrc### [at] msn com> wrote:
> The code I showed you was meant as more of a direction than a solution.
>
> For instance the pigment yellow and magenta pigment was included only to
> show the influence of the added blob components. A shallower ridge can
> be gotten by tweaking down the threshold value ( get it low, maybe .03
> or so ) while increasing the radius of the ridge blobs ( maybe .14 )
> You migh also notice that I also locate the blobs just under the surface
> of the ball.
>
> Also in the original thread you quoted, H E Day posted a suggestion for
> how to "feather" the edges ( which was the original question on the
> thread.) His suggestin was to replace each blob component with several
> in the same place each one trading off radius v strength
>
> So
>
> instead of something like:
>
> Radius=.14
> Strength=1
> blob { threshold .03
> sphere { 0, 1, 1 }
> STARTLOOP
> sphere ( Location, Radius, Strenght )
>
> ENDLOOP
> }
>
> do something like:
>
> Radius1=.10
> Strenght1=1.2
> Radius2=.12
> Strength2=1.1
> Radius3=.14
> Strenght3=1.0
>
> blob { threshold .03
> sphere { 0, 1, 1 }
> STARTLOOP
> sphere { Location, Radius1, Strength1 }
> sphere { Location, Radius2, Strength2 }
> sphere { Location, Radius3, Strength3 }
> ENDLOOP
> }
>
> I think you could try and tweak these factors before we attack the
> threading issue.
>
> I am not sure how radically you would need to vary the Radius and
> Strenght over the three "copies" in order to get the effect H Day
> describes. I have never tried the technique myself. But H E Day was a
> blob master. Perhaps try some controlled experiments to assure yourself
> of how the technique works before working directly on the ball model.
>
> -Jim
I'll try to go in the direction you have indicated. It will probably be a
few days before I post back what I have put together. It may have to wait
until the weekend. Thanks for your sharing of knowledge.
-Wayne
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