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It's unclear to me what is it that you are doing with the isosurfaces.
Are you rendering 3D images of them, or are you doing something completely
different?
If you are rendering an image of the isosurface, what is it that you
need a grid of values for? Are you tesselating the isosurface (using
something like the marching cubes algorithm)?
POV-Ray doesn't tesselate isosurfaces. It traces them on the fly.
A random ray would basically never hit exactly the node of a regular
3D grid of values. The only way to take advantage of such a grid would
be to interpolate from nearby values (which is, in fact, what tesselation
does basically; the "interpolation" is just done using triangles).
--
- Warp
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