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"Chambers" <bdc### [at] yahoo com> wrote in message
news:web.40e05c8d35bc6efdca11893c0@news.povray.org...
> "Brian Elliott" <bel### [at] gil com au> wrote:
> > Do you know of a way to "soften" a pigment function as used in an
> > isosurface, that may reduce that gradient? This one has a turbulent
> > function like an agate in it.
>
> I have also experimented with isosurfaces for terrain, and the conclusion
I
> came up with is that, where possible, you should first render a height
> field of the object as that will run many times faster. The downside is,
> you won't have bumps sticking out horizontally (only vertically). Still,
> if you could find some way to first tesselate the object, you would save
> yourself several days' worth of rendering time.
Thanks.
I had briefly looked into Ingo's mesh making macros - I thought maybe
param.inc might be of use. But I was confused by the need to pass three
functions to it, whereas all I have is a single pigment function in the
isosurface.
If I could use heightfield or mesh to render the more distant parts - it
would be a close-enough simulation. Closer to the camera, it would need a
fairly tight mesh resolution, I expect. Locations right near to camere
perspective , I'd probably have to retain as isosurface for realism.
Brian
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