Difference between revisions of "Reference:Discontinuous Patterns"

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<p>Some patterns are discontinuous, meaning their slope is infinite. These patterns are <em>not</em> suitable for use as object normals. These patterns work best for textures and media:</p>
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<p>Some patterns are discontinuous, meaning their slope is infinite. These patterns are <em>not</em> suitable for use as object normals. These patterns work best with textures and media:</p>
 
<table class="tablelist">
 
<table class="tablelist">
 
<tr valign="top">
 
<tr valign="top">
 
<td width="33%">
 
<td width="33%">
<code>brick</code><br>
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[[Reference:Brick Pattern|<code>brick</code>]]<br>
<code>cells</code><br>
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[[Reference:Cells Pattern|<code>cells</code>]]<br>
<code>checker</code><br>
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[[Reference:Checker Pattern|<code>checker</code>]]<br>
<code>crackle</code><br>
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[[Reference:Crackle Pattern|<code>crackle</code>]]<br>
 
</td>
 
</td>
 
<td width="33%">
 
<td width="33%">
<code>facets</code><br>
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[[Reference:Facets Pattern|<code>facets</code>]]<br>
<code>hexagon</code><br>
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[[Reference:Hexagon Pattern|<code>hexagon</code>]]<br>
<code>object</code><br>
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[[Reference:Object Pattern|<code>object</code>]]<br>
<code>pavement</code><br>
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[[Reference:Pavement Pattern|<code>pavement</code>]]<br>
 
</td>
 
</td>
 
<td width="33%">
 
<td width="33%">
<code>square</code><br>
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[[Reference:Square Pattern|<code>square</code>]]<br>
<code>tiling</code><br>
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[[Reference:Tiling Pattern|<code>tiling</code>]]<br>
<code>triangular</code><br>
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[[Reference:Triangular Pattern|<code>triangular</code>]]<br>
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
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<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>
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<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>. The <code>pavement</code> and <code>tiling</code> patterns are also <em>discontinuous</em> at their respective boundaries, while other portions ramp.</p>

Revision as of 12:24, 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 with 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. The pavement and tiling patterns are also discontinuous at their respective boundaries, while other portions ramp.