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Wasn't it Mike who wrote:
>I have been trying to create basically a cube in which the top and bottom face
>is a 2D sine wave (egg crate pattern). I have been able to do this using
>isosurface, with some trouble however. The way I found to do this was to make
>one isosurface sine wave pattern contained by a box and then make another one
>also contained by a box and flip it over. My problem is that when I try to
>merge the two objects I create, I have tried merge and union I always see a
>middle boundary in between them. The indicies of refraction are matched and I
>am using fresnel reflection, so I do not see how or why I am seeing this. If
>anyone has any ideas on how to make this artifact go away that would be very
>helpful. I have posted the code I used to make the object below.
You could do this:
global_settings {max_trace_level 50}
#declare F = function {y-4.5 + .1*sin(3*6.2832*x)*sin(3*6.2832*z)}
#declare WholeThing =
isosurface {
function { abs(F(x,y,z))-0.5}
max_gradient 2.1
accuracy .0001
contained_by { box { <-1.8999, 3.9, -1.8999>, <1.8999, 5.1, 1.8999> }}
material { MixedRegion }
interior {
ior 1.400
}
photons{
target
refraction on
reflection on
}
}
I'm getting some dark specks. I don't know if that's due to
max_trace_level, or my lighting, or if it's a real effect caused by
small reflections or refractions of shadowed areas. They don't happen
with an opaque texture, so it's not due to max_gradient or accuracy.
--
Mike Williams
Gentleman of Leisure
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