|
![](/i/fill.gif) |
Wasn't it Justin Smith who wrote:
>I've been experimenting a lot with creating mountains using isosurfaces, but
>I can't seem to quite get it right.
>
>I've been using a paraboloid function as the basic shape (x^2+y+z^2). I have
>been trying to use pattern noise to carve out parts to make it look more
>like a real mountain. I've mainly been using crackle and agate, since they
>seem the closest to what I want.
>
>The problem is that when I make the noise large enough (either by scaling
>the #declared pigment function in the declaration, or by increasing the
>multiplier at the end of subtracting it from the base function, or both),
>it always leaves "floaters"... pieces of terrain that are not actually
>connected or are connected by very thin sections to the main object. If I
>make the noise small enough to prevent this from being noticeable, the
>general silhouette of the mountain is still a perfect paraboloid and looks
>very unnatural.
Instead of using Pigment_Function(x,y,z)
try using Pigment_Function(x,0,z)
This returns a value that only depends on the x and z co-ordinates of
the point, and will prevent bits floating off in the y direction.
--
Mike Williams
Gentleman of Leisure
Post a reply to this message
|
![](/i/fill.gif) |