As we discuss "really good wood" here on the forum, I'd like to toss out some background information on the topic. Actually, there are at least three brilliant mathematicians, all of them ex-PIXAR "mafia", who are guiding the design of 3D applications.
First of all Ed Musgrave is listed in the About for Bryce. Dr. Musgrove is big on fractal landscapes. He has in one of my books Mt. Bryce rendered in his own style (he does this stuff by writing code...programmers write interfaces for us mere mortals), and this is probably where the software program Bryce first got its name--from looking at Musgrave's work. Because this fellow is so fractal oriented, you have super control these days over procedural textures.
Darwin Peachy is also listed as a Bryce contributor. I do not know much about him except he worked on the computer graphics at LucasArts before the company was spun off to become PIXAR. He, too is a mathematician first, and a programmer second.
Finally, Terragen has made reference to Ken Perlin in their About box. He's either helped the creators of Terragen, or they have studied his papers. I believe it is Ken who has contributed the realistic water and WONDERful clouds.
To close, a word on procedural textures. Many of the aforementioned and pioneers in the field have mixed feelings about both texture mapping (pasting a decal on a model's skin) and procedural textures. Texture mapping is easy; you scout down a picture and then wrap the thing correctly from your viewpoint. But is was Perlin who first got into the 3D procedural textures that we use (they are genrally wood, stone, and marble). The concept here is that you are immersing your model in a 3D volume of texture and where the edges of the model end, the texture clings to its sides, so there is never discontinuity across vertices. But a Macromedia programmer cautioned me about procedural textures back when I was middle-aged and stupid: He said:1.)A fractal can be part of a procedural texture, but a procedural texture doesn't necessarily need a fractal equation within it. And I won't bore you here with the nature of fractal math...but I had a positively wonder experience learning from him.
2.) (the last thing). The programmer said:"There's procedural textures and there's procedural textures. A procedural texture can look exceptionally lifelike if it's written correctly. But there are not enough skilled mathematicians devoting their time to creating lifelike procedural textures.
PIXAR probably has created the best collection of procedural textures, except they can only plug into Showplace for the Mac, and that program no longer is sold, or to some of the students on the east coast doing CGI at the universities, using something called Birney, an offshoot of PIXAR RenderMan technology.
Read all you can is my advice. I myself write "flash" books--books specific to a version of software, and my book falls out of publish in about 18 months. There are also Addison-Weseley books, written by such notable authors as the Watts brothers, that will make your head hurt, and finally, there are college papers just about everywhere on the Web...ya only have to look for them (University of Utah is a good place to start).
My Best,
Gary David Bouton
Gary@GaryDavidBouton.com
Free education! The Writings Web site
and the updated GaryWorld Gallery is pretty okay, too.
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