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clipka wrote:
> Be aware that curvature in 3D space can be (and in most cases is)
> anisotropic, so you'll need to measure the surface normal of at least
> three points. (Note how this is similar to approximating the surface
> normal by measuring the position of three nearby points; two points
> won't do there either.)
Right. A (scalar) curvature pattern could only represent "part" of the
curvature at a point on a surface. You would have to combine two or three
curvature-based textures, each referenced to a different point, to represent the
"full" curvature.
(Oh, and I was wrong about the pumpkins. Looking again at Chris B's macro, I
see that, although each segment is a single blob, they are combined in a CSG
union, so the curvature is undefined across the seams. Some other method, such
as one of the proximity pattern methods mentioned, would need to be used to
texture the seams of this particular object.)
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