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Thomas de Groot <tho### [at] degrootorg> wrote:
> For your judgment.
Well, it looks like the simple procedural noise that's used for the basis
pattern is much too round and smooth. The grains in the real granite are much
sharper and [rect]angular.
It's not clear to me exactly how to achieve that,
but I think that there should be a move away from a very smooth gradient noise,
toward something that will give a more crystalline, granular look, perhaps with
an asymmetric step to it - to make those quartz outlines in the one sample.
Could you please try:
#declare Granite = pigment {
cells turbulence 0.425 //(0.325 is too low)
color_map {Whatever you're using}
}
to see what I mean?
I'm interested in seeing a similar render to what you just posted, perhaps with
whatever improvements you might discover.
https://wiki.povray.org/content/HowTo:Turn_a_continuous_function_into_a_stepped_function
https://stackoverflow.com/questions/42823308/make-perlin-noise-with-sharp-edges
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