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Anthony D. Baye wrote:
> That didn't really work too well, and I tried several variations...
That depends of course on what you want to achieve.
I just gave it a try and came up with the following image:
http://news.povray.org/povray.binaries.images/thread/%3C4ce58bc6%40news.povray.org%3E/
The isosurface definition is given by the code snippet below:
#declare P_WARPED_CRACKLE = pigment
{
crackle turbulence 0.3 scale 0.04
warp {spherical dist_exp 0}
color_map
{
[0.00 color rgb 0.00]
[0.06 color rgb 0.85]
[0.30 color rgb 0.95]
}
}
#declare f_warped_crackle = function
{
pigment {P_WARPED_CRACKLE}
}
#declare f_valleys = function(x,y,z)
{
f_warped_crackle(x/(f_sphere(x,y,z,1)+1),y/(f_sphere(x,y,z,1)+1),z/(f_sphere(x,y,z,1)+1)).red
}
#declare f_implicit = function (x,y,z)
{
f_sphere(x,y,z,1.8+0.2*f_valleys(x,y,z))
}
isosurface
{
function { f_implicit(x,y,z) }
contained_by { box { -2,2 } }
accuracy 0.001
max_gradient 10
}
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