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So, I worked out my own scene, using your equation, storing the <x, f(r), z> in
a 2D array, analytically calculating the vertex normals using fast forward
differencing to get the tangents by numerically approximating the partial
derivatives, then taking the vector cross product, and then making a mesh with
smooth_triangles with per-vertex normals.
(After horribly botching that 5 times in a row, I got the normals, and therefore
the triangles all working nicely.)
No textures for any of the triangles.
mesh {
loop over arrays to make triangles
texture {gradient y}
interior_texture
}
I get a much steeper curve than you do, so I don't know if there's some kind of
scaling going on somewhere in the process.
I hard-coded the pigment_map for the texture, but it could probably be
calculated from the HSV2RGB macro in colors.inc
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