Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!mailrus!iuvax!purdue!gatech!prism!vsserv!geomag!prem From: prem@geomag.fsu.edu (Prem Subrahmanyam) Newsgroups: comp.graphics Subject: Re: Turbulence functions Message-ID: <196@vsserv.scri.fsu.edu> Date: 14 Sep 89 13:05:03 GMT References: <14364@netnews.upenn.edu> Reply-To: prem@geomag.gly.fsu.edu (Prem Subrahmanyam) Organization: Florida State University Computing Center Lines: 13 I would suggest getting a copy of DBW_Render. We have one lurking on our anon. ftp account (geomag.gly.fsu.edu 128.186.10.2). It's under the directory /pub/pics/DBW.src. In cal.c, it has all the turbulence/ wave-mapping/noise functions (all based on wave sources defined by the user at run-time). In tex.c are examples of implementing these functions for doing turbulent textures. In fil.c is an example of how to use the noise function to produce nice fractals. In, I believe, int.c is shown how to use the wave sources to perturb the normal for reflection purposes. Also included are how to randomly perturb it for pebbling and fuzziness. DBW is by far the most advanced in implementing all of these textures of any publically available ray-tracer. ---Prem Subrahmanyam