Difference between revisions of "Reference:Discontinuous Patterns"

From POV-Wiki
Jump to navigation Jump to search
m (consistency and clean up)
m (mark up and addition)
Line 21: Line 21:
 
</tr>
 
</tr>
 
</table>
 
</table>
<p class="Note"><strong>Note:</strong> The cell and crackle patterns are mixed cases, that is, they are discontinuous at their respective boundaries. However, there is no limit to the different number of values, in the range of 0 to 1, that they can generate.</p>
+
<p class="Note"><strong>Note:</strong> The <code>cells</code> and <code>crackle</code> patterns are mixed cases in that they are <em>discontinuous</em> at their respective boundaries. However, there is no limit to the different number of values, in the range of 0 to 1, that they can generate. When using the <code>solid</code> keyword with the <code>crackle</code> pattern it becomes <em>discontinuous</em>.</p>

Revision as of 00:01, 30 March 2017

Some patterns are discontinuous, meaning their slope is infinite. These patterns are not suitable for use as object normals. These patterns work best for textures and media:

brick
cells
checker
crackle

facets
hexagon
object
pavement

square
tiling
triangular

Note: The cells and crackle patterns are mixed cases in that they are discontinuous at their respective boundaries. However, there is no limit to the different number of values, in the range of 0 to 1, that they can generate. When using the solid keyword with the crackle pattern it becomes discontinuous.