POV-Ray : Newsgroups : povray.text.scene-files : Low accuracy values in Isosurfaces : Low accuracy values in Isosurfaces Server Time
3 Jul 2024 02:41:27 EDT (-0400)
  Low accuracy values in Isosurfaces  
From: Marc-Hendrik Bremer
Date: 6 Oct 2001 04:13:59
Message: <3bbebd47@news.povray.org>
/*
This scene shows black Isosurface artefacts when the accuracy value is set
to high

*/
// Persistence of Vision Ray Tracer Scene Description File
// File: landschaft.pov
// Vers: Pov 3.5 beta 4
// Desc: Eislandschaft
// Date: 1/9/2000 (updated 6.10.2001
// Auth: Marc-Hendrik Bremer
//

#declare HQ=2;
#include "functions.inc"


global_settings {
   assumed_gamma 1.0
   ambient_light 0
   //max_trace_level 8

   #if (HQ=2)
  // Medium Quality - works for most scenes
     radiosity{
       pretrace_start 0.08
       pretrace_end   0.04
       count 35             // CHANGE range from 20 to 150

       nearest_count 5      // CHANGE range from 3 to 10
       error_bound 1.8      // CHANGE - range from 1 to 3
       recursion_limit 3    // CHANGE

       low_error_factor .5  // leave this
       gray_threshold 0.0   // leave this
       minimum_reuse 0.015  // leave this
       brightness 1         // leave this

       adc_bailout 0.01/2   // CHANGE - use adc_bailout = 0.01 /
brightest_ambient_object

     }
   #end
}


// ----------------------------------------
camera
{
  location  <0.05, 0.89, -5>//  -15>
  look_at   <0, -0.000001,  0.0>

}

background {rgb <0.3,0.3,0.5>}
sky_sphere
{
  pigment
  {
    gradient y
    color_map { [0.0 color rgb 0.5] [1.0 color blue 0.6] }
    turbulence 0.2
    translate y*-0.2
  }
}



light_source
{
  0*x // light's position (translated below)
  color rgb <0.9, 0.9 , 1> // light's color
  translate <-300, 1000, -450>
}

#declare T_SnowA =
texture {
   pigment { rgb 1 }
   finish

      ambient 0.0
      diffuse 0.6
      specular 0.3
      roughness 0.6
      brilliance 0.4
   }
   normal{granite 0.2
          turbulence 0.5
          scale 0.0005}
}
#declare T_Rock =
texture {
   pigment { rgb 0.4 }
   normal {granite scale 0.1}
}

#declare T_ARCTIC_01 =
texture{
    slope -y
    texture_map{
      [0 T_SnowA]
      [0.3 T_SnowA ] //flatter
      [0.3 T_Rock ]  //steeper
    }
}

#declare H = 0.21; // roughening<>smoothing
#declare Lacunarity = 4; // roughening<>smoothing
#declare Octaves = 6; // smoothing<>roughening (computationally intensive
higher)
#declare Offset = 0.55; // height (suggested to start as 1 in the Doc.)
#declare Gain= 1.5; // smoothing<>roughening (I used too much maybe)

#declare Fun=
function {f_ridged_mf(x,y,z,H, Lacunarity, Octaves, Offset, Gain,2)}
isosurface {
     function { y - Fun(x,0,z) } // function is applied to x,y,x and
interacted according to y
     //method 2
     evaluate 1,10,0.99
     max_gradient 6

     accuracy 0.000001    // set to 0.1 to show black parts on the iso!
     contained_by{box {-3,3}}
     texture{T_ARCTIC_01}
     scale 5
}


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