/* ripple3.sl * * Note: I modified a given code from Renderman Interface 3.1 * * This produced concave displacements on any surfaces. * * by Lawrence D. Chin, cs184-bo */ displacement ripple3 ( float amplitude = 1.0, wavelength = 0.25, fac = 1, size = 5; ) { float ss, tt; P += 1 + N * amplitude * (2 - abs (sin(2*PI*(s/wavelength)))); N = calculatenormal(P); }