POV-Ray : Newsgroups : povray.newusers : How to avoid cracks in Isosurface? : Re: How to avoid cracks in Isosurface? Server Time
31 Jul 2024 02:22:01 EDT (-0400)
  Re: How to avoid cracks in Isosurface?  
From: Dennis Miller
Date: 8 Mar 2003 17:25:54
Message: <3e6a6df2$1@news.povray.org>
In many cases, you will need to raise the max_gradient value. Look for a 
message (choose Editor/Show Message Window if you can't see them) 
indicating how high it should.
Best,
D.

  "HFrik" <fri### [at] zonnetnl> wrote in message 
news:3e6a06d1@news.povray.org...
  Hello,

  How can I avoid the black cracks in the isosurface?

  And how to move the camera in a circular radius movement around 

  an isosurface object?

  Thanks,

  H.Frik

  Here is the code:



    #include "colors.inc"                                   
    #include "stones.inc"    
    #include "textures.inc"    
    #include "shapes.inc"
    #include "woods.inc"
    #include "functions.inc"


   global_settings {
    

     
    max_trace_level 20
      
  }
   

    camera {
  location <1.3,0.8,5.>

    look_at <0.,0.4,0>
   }

    #declare Lightbulb = union {
      merge {
        sphere { <0,0,0>,1 }
        cylinder {
          <0,0,1>, <0,0,0>, 1
          scale <0.35, 0.35, 1.0>
          translate  0.5*z
        }
        texture {
          pigment {color rgb <1, 1, 1>}
          finish {ambient .8 diffuse .6}
        }
      }
      cylinder {
        <0,0,1>, <0,0,0>, 1
        scale <0.4, 0.4, 0.5>
        texture { Brass_Texture }
        translate  1.5*z
      }
      rotate -90*x
      scale 0.5
    }

   light_source {
       <5,5,20>
      color White
      looks_like { Lightbulb }
    }
   
     
    light_source {
      <5, 50,20>
      
     color White
    }
    sky_sphere {
      pigment {
        gradient y
        color_map {
          [ 0.5  color CornflowerBlue ]
          [ 1.0  color MidnightBlue ]
         
        }
        scale 1
        translate -1
      }
    }
  #declare F=function{pattern{
    ripples

    scale 0.2
    rotate y*30
    warp{repeat x*0.4 flip x}
    }
  }
  #declare P=function{pigment{leopard
     colour_map{[0.0  rgb 0.0]
                [0.3  rgb 0.0]
                [1.0  rgb 1.0]}
     scale 0.1
  }}
  #declare P1=function{pattern{leopard turbulence 0.3 scale 0.2}}
  #declare P2=function{pattern{leopard turbulence 0.3 scale 0.5}}
  #declare P3=function  {x*0 + y + z*0}


   isosurface {function { y - P1(x,y*x,z)*0.3 -P2(x,0,z)*1.0+
  y - P1(x,y,z)*0.3 - P2(x,0,z)*1.0+
  f_noise3d(x,y,z)*0.3}

  rotate <0,20,0>
  scale 2
   
   normal {  crackle 0.1 scale .102  }
   normal {  wrinkles 0.001 scale .02  }
    normal { bumps 0.01 scale .02 }// translate <0,0,0>

  texture {
     T_Stone23 scale <0.35, 0.35, 1.0>}   
          scale 3       
                       
  finish {ambient 0.15 diffuse 0.85 phong 0.2 reflection 0.1} // 
pre-defined in finish.inc
   normal {  crackle 0.1 scale .02  }
     normal {  wrinkles 0.001 scale .02  }
     normal { bumps 0.01 scale .02 }
    }

     fog { fog_type   2
        distance   2.8
     color White
        fog_offset 0.1
        fog_alt    0.2    
        turbulence 0.8

      }


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