[Radiance-general] water
Thomas Seebohm
tseebohm at fes.uwaterloo.ca
Wed Apr 6 15:21:38 CEST 2005
Hi,
My favourite for water is pucker.cal. I am not sure where it came from
but here it is:
{This puckered texture is used to provide a bumpy look.
A1 is the degree of puckeredness puck_dx, puck_dy, puck_dz are the
perturbation variables in the x, y and z directions.}
puck_dx = A1 * noise3a(Px, Py, Pz);
puck_dy = A1 * noise3b(Px, Py, Pz);
puck_dz = A1 * noise3c(Px, Py, Pz);
Thomas
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