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Rarius wrote:
> "Jellby" <me### [at] privacy net> wrote in message
> news:trj### [at] badulaque unex es...
>> Among other things, Chris B saw fit to write:
>>
>>> It's a bit convoluted, so there may be a better way but:
>>>
>>> You could use a tiff as an image_map in a pigment. So with map_type 1 you
>>> get a spherical pigment and can use it in a function.
>>> Combining that function and a sphere function in an Isosurface you should
>>> be able to get what you want. You could parameterise it and make it pulse
>>> or add other functions to make it wiggle etc.
>> I did that already, but with a 16-bit PGM instead of tiff, as I said in my
>> first message. The drawback is that since it is an isosurface it is very
>> slow. Building a mesh from the data would be better, but at the resolution
>> I need/want the macros/parsing don't seem to work fine (but I guess I have
>> enough memory, I can use the image_map after all, and there are 2GB in the
>> machine).
>
> I think the problem with your isosurface is that you are using too high a
> resolution for the image map... Assuming you arent going to render this at a
> stupidly large resolution like 32000x24000, the details on your image map
> will be smaller than the pixels in the resulting image.
>
> I just rendered up an image at 1024x768 AA 0.3 using the isosurface
> technique and a 4000x2000 image map and it rendered in just over a minute on
> my Q6600.
>
> Rarius
>
>
IIRC someone wrote an isosurface to mesh converter, but I had problems
getting it to work.
-Mike
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