    The bozo color pattern takes a noise function and maps it onto the sur-
 face of an object.  It uses colors from a color map from 0 to 1, 0 to 1
 etc... without reversing.

    Noise in raytracing is sort of like a random number generator, but it has
 the following properties:
          1)   It's defined over 3D space i.e., it takes x, y, and z and
               returns the noise value there.
          2)   If two points are far apart, the noise values at those points
               are relatively random.
          3)   If two points are close together, the noise values at those
               points are close to each other.

    You can visualize this as having a large room and a thermometer that
 ranges from 0.0 to 1.0.  Each point in the room has a temperature.  Points
 that are far apart have relatively random temperatures.  Points that are
 close together have close temperatures.  The temperature changes smoothly,
 but randomly as we move through the room.

    Now, let's place an object into this room along with an artist.  The
 artist measures the temperature at each point on the object and paints that
 point a different color depending on the temperature.  What do we get?  A
 POV-Ray bozo texture!
