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If you notice that when using image_map pigments the 'interpolate' makes
a big difference. Seems 2 is best to me, not 4. The isosurface probably
uses a similar convention itself rather than straight procedural
pigment. If it did it would obviously have no noticeable artifacts, or
so I would think. Perhaps there is a resolution limitation then? Based
upon the 1 POV unit square a pigment is usually confined to?
"SamuelT." wrote:
>
> I have been fooling around with the new pigment add-on to the
> isosurface. It is very cool that we have this new ability for making
> more complex shapes. But... I can't get my surfaces perfectly smooth. I
> get darned close however.
>
> Here is what I normally use in the isosurface statement to get maximum
> smoothness from the isosurface (I only put these things in when using
> the pigment feature):
>
> accuracy .015
> method 2
> max_gradient 10
>
> Tweaking the accuracy one way or another from it's current position will
> either make the surface choppy, or make a lot of black pixels appear.
> Changing the method has no perceived effects, except for render time. I
> can safely keep the max_gradient around 5 for most objects, but 10 is
> safe. Max_gradient only seems to fill in large holes that appear in the
> isosurface.
>
> So, I have a couple questions in light of all this: can the program's
> code be altered to make the surface of these objects smoother? What can
> I do to the isosurface statement to get the results I want? I'm not a
> c++ programmer(I can barely program basic).
>
> I would be very gratful if somebody has any answers to my questions.
>
> Thank you,
> Samuel Benge
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omniVERSE: beyond the universe
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