Textures: perturbations in x,y,z normals

Hi Adriana,

What do you want your surface to look like? What do you want your normals to do?

The string arguments of the "texfunc" primitive define expressions for a "perturbation" of the surface normal, i.e., a value to be added to the default surface normal. In your example, depending on the values of A1, A2, and A3 (and assuming "PZ" should have been "Pz"), you would get a surface normal that would change gradually according to the position in 3-dimensional space, forcing whatever object was covered to have a surface normal resembling that of a sphere the larger the object became. This seems a very strange goal to me.

-Greg

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From: [email protected]
Date: April 24, 2006 12:17:50 PM PDT

Hi all,

   I want to experiment with the texture of the materials by modifying the
x, y and/or z normals of the surfaces in order to see how the reflected
light changes in its characteristics. However, when I modify the
normals, using texfunc as the following example, apparently, just the
main normal is modified.

   void texfunc id
   3 Px*A1 Py*A2 PZ*A3
   0
   3 A1 A2 A3

   Does anyone have any suggestions on how I can make a "grid of normals"
in order to modify the normals of smaller regions of the surface? and
how can I change the scale of that "grid"?
Thanks in advance,

Adriana Lira
Master in Design Studies, 2003
Candidate for Doctor in Design Studies
Harvard Graduate School of Design