// G-Force DeltaField // Name: HAL_Waves_Of_Grain // Created by: Howard A. Landman, 18 July 2001 // e-mail: howard@polyamory.org -or- howard.landman@vitesse.com // homepage: http://www.polyamory.org/~howard/ Aspc=1, A0="0.7+rnd(9)+rnd(1)", // larger A0 => finer texture A1="(0.1+rnd(0.6))/(a0+rnd(1))", // degree of Bernoulli-ness // larger A1 => more chaotic A2="rnd(0.07)-rnd(0.01)", // speed of wind A3="rnd(2*PI)", // direction of wind A4="a2*cos(a3)", // X component of wind A5="a2*sin(a3)", // Y component of wind srcX="x + a1*(2*wrap(a0*(x+y))-1) + a4", srcY="y + a1*(2*wrap(a0*(y-x))-1) + a5", // Don't ask me to explain this one. // // I started off with the idea that a constant flow might // work better with the Bernoulli map than a "0.98*x" // kind of flow. But straight right-left or up-down was boring, // so I tried to rotate 45 degrees. // // Basically there's a diagonal multi-Bernoulli map in each direction, // but there was a lot of trial and error to get the bounds // A0 and A1 approximately right for interesting effects. // // Can look smoky, spongy, stippled, foresty, tiled, feathery, ... ? Vers=200