POV-Ray : Newsgroups : povray.beta-test : isosurface problem : isosurface problem Server Time
29 Jul 2024 16:28:04 EDT (-0400)
  isosurface problem  
From: Christoph Hormann
Date: 13 Apr 2002 12:52:49
Message: <3CB8625F.DB538EDE@gmx.de>
There seems to be a serious difference in render results of the linux and
the windows version in some situations.  Linux behavior is wrong IMO.  

When rendering the following scene the lower half of the picture is filled
with the isosurface object in WinPov while i only get a stripe at the
horizon in the Linux version.  It is not related to insufficient
max_gradient, i also tried with higher values with the same results.

Beta 16 (Linux/Windows), Athlon 1 GHz, 512 Mb

// CODE begin

// -w640 -h360       
// -w320 -h180

#version 3.5; 
          
global_settings {     
   max_trace_level 5
   assumed_gamma 1.0 
   noise_generator 2       
} 
  
#include "functions.inc" 
  
light_source {
  <-0.297, -0.929, 0.221>*10000         
  color rgb 2
} 
         
camera {
  location <8.483, 0.209, 0.595>   
  direction y
  sky       z
  up        z                
  right     (16/9)*x              
  look_at   <0.000, 0.000, 0.490>
  angle     35.2    
}  
   
#declare Seed=seed(23);                      

#declare Rand_Nbr01=int(rand(Seed)*10000);         
#declare Rand_Nbr02=int(rand(Seed)*10000); 
#declare Rand_Nbr03=int(rand(Seed)*10000); 
#declare Rand_Nbr04=int(rand(Seed)*10000);   
      
#declare fn_tor=     
function { 
  f_torus(x, z, y, 50, 21)
} 

#declare fn_Noise_a=function {
  pigment {
    granite
    poly_wave 3
    color_map {
      [0 rgb 0]
      [1 rgb 1]
    }         
    warp { turbulence 0.37 octaves 10 omega 0.54 lambda 2.3 }    
    scale 14       
  }
}

#declare fn_Noise=function { 
  fn_Noise_a(x, y, z*0.03).gray*(2.53111-(z^1.48893)+
    f_snoise3d(x/5, y/5, 0)*0.8)
}  
     
#declare fn_1=
   function {   
     (
       (1+0.01) 
      
         - (0.01^(fn_tor(x+f_snoise3d(x/7, y/7, Rand_Nbr01)*5, 
                         y+f_snoise3d(x/7, y/7, Rand_Nbr02)*5, 
                         z+20-f_snoise3d(x/7, y/7, Rand_Nbr03)*0.8))    
           )                  
         - (0.01^(z-f_noise3d(x/2, y/2, Rand_Nbr04)^2*0.6))
     ) 
     - fn_Noise(x, y, z) + 0.5
   }    

      
isosurface{
  function { fn_1(x, y, z) }          
  max_gradient 10 
  accuracy 0.005  
  contained_by{box{<-70, -70, -0.5>, <70, 70, 2>}}  
  texture {   
    pigment { color rgb <0.78, 0.58, 0.42> }  
    finish { ambient 0.15 diffuse 0.6 }      
  }              
}  

// CODE end

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 11 Apr. 2002 _____./\/^>_*_<^\/\.______


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.