POV-Ray : Newsgroups : povray.binaries.images : 'Accidental' isosurface : Re: 'Accidental' isosurface Server Time
28 Jun 2024 03:10:21 EDT (-0400)
  Re: 'Accidental' isosurface  
From: Alain
Date: 27 Nov 2009 21:15:31
Message: <4b1087c3$1@news.povray.org>

> Alain <aze### [at] qwertyorg> wrote:
> 
>> If you want to make it glass or metallic, you need to change a few
>> things for the DF3 way:
>> Outside value: 16
>> Inside value: 200
>> This is to get rid of the overshot artefacts you can get with the
>> interpolation. Interpolate 2 realy don't work well when you have sharp
>> jumps to zero and 255.
>>
>> Use interpolate 2
>> Gives you a nice smooth, curvy, interpolation.
> 
> Thanks for the suggestion, Alain. It does look better, but it needs a much
> higher max_gradient. And I noticed some strange artifacts when rendering a
> simple cubical frame with interpolate 2, even though all the outer voxels in my
> cube df3 are supposed to be outside the surface.
> 
> FWIW, the metallic Mandelbulb I posted was done using a mesh produced by
> Marching Cubes.
> 

If the values reach zero or the highest possible value (255 for 8 bits), 
  you get overshots, and those results in warping around the resulting 
values from your density_map. If you go to zero, you get areas that will 
eroneously use the entry for 1 on the density map. If you go to 255, you 
get areas that will use the values for zero, or close to zero.

That's why I told tou to restrict the range of values used.



Alain


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