www.rombo.tools
For any kind of input get any kind of output :
float a = rmb_hash
int3 b = rmb_hash
int2 c = rmb_hash
github.com/RomboDev/Mis...
For any kind of input get any kind of output :
float a = rmb_hash
int3 b = rmb_hash
int2 c = rmb_hash
github.com/RomboDev/Mis...
Here with some commenting about.
Here with some commenting about.
These are based on : "Procedural Generation of Artistic Patterns Using a Modified Orbit Trap Method".
These are based on : "Procedural Generation of Artistic Patterns Using a Modified Orbit Trap Method".
Proper coloring is almost impossible because stars in a periodic tiling where cell boundaries wrap destroy the pattern topology .. ie. a ray can hit edges that are topologically behind the starting point ! 🤔
Proper coloring is almost impossible because stars in a periodic tiling where cell boundaries wrap destroy the pattern topology .. ie. a ray can hit edges that are topologically behind the starting point ! 🤔
t.co/nPXURJpFUB
t.co/nPXURJpFUB
github.com/RomboDev/Mis...
github.com/RomboDev/Mis...
drive.google.com/drive/folder...
drive.google.com/drive/folder...
For SSS they are great to sim plastics and other polymers, the discoloration and drying of certain natural materials or because of their long-range correlations thin-walled mats like the Mario on the left (same MFP of the 'solid' one on the right).
For SSS they are great to sim plastics and other polymers, the discoloration and drying of certain natural materials or because of their long-range correlations thin-walled mats like the Mario on the left (same MFP of the 'solid' one on the right).
Great for some resins, crusts etc.
Great for some resins, crusts etc.