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"Zeger Knaepen" <zeg### [at] povplace com> wrote:
> Syntax is like this:
>
> ---START CODE---
> //This macro defines the shape, it should be defined before using
> GreebledPatch(..)
> //and redefined everytime you want a different shape
> #macro PatchAt(U,V)
> #local R=[Surface-definition in function of U and V];
> //for example, a cylinder from y=0 to y=1 with radius .2 would be:
> //#local R=vrotate(x*.2+y*U,y*360*V);
> R
> #end
> mesh {
> GreebledPatch(U_Start,V_Start, U_End,V_End, RecursionDepth,
> Recursion_U_Probability, Recursion_V_Probability)
> uv_mapping
> texture {YourTexture}
> }
> ---END CODE---
>
>
> Hope you like it :)
love it
Understood most of it except the part about actually implementing PatchAt, not
called in this example. Over my head but so close I got a haircut.
:~(
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