|
|
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:3da2a44a@news.povray.org...
>
>
> I have to admit, that I don't understand your question.
>
It may be a dumb question - I'll play with your example (or similiar) and try
and work out whether this is a non-problem or not. I hadn't thought of using y
in the surface and 0 in the texture, and I've no idea whether this resolves the
issue.
As for my "problem", consider:
isosurface{
function{Surface_Fun(x,y,z)}
[...]
texture{
function{Surface_Fun(x,y,z}}
texture_map{...}
}
}
Here, the texture function becomes superfluous (IMHO), since the entire surface
will have the same threshold, meaning that only one entry in the texture map
will be used.
Post a reply to this message
|
|