POV-Ray : Newsgroups : povray.general : Isosurface troble : Re: Isosurface troble Server Time
5 Aug 2024 18:22:04 EDT (-0400)
  Re: Isosurface troble  
From: Rafal 'Raf256' Maj
Date: 5 Aug 2002 11:57:23
Message: <Xns9261B60CE7FAAraf256com@204.213.191.226>
Peter Popov <pet### [at] vipbg> wrote in 
news:fk7tkus0s3vikru6khhkja2j97diatip1a@4ax.com

> I don't think so - it reads just fine as a height field or image map.
>>btw, it's a greate example for my iso-optimization future ;)
> Looking forward to it (with a grain of salt, if you don't mind)

well - now I'm just going to simulate this patch, because I don't like 
modyfing not my C code, especialy as huge as Pov's :)

patch coded into POV probalby willbe ready in 1..6 months (imho)

You may try to simulate it now - divide iso into several small iso's in 
union. Then, if You are lucky - some small iso's will have low 
max_gradient, and only few fragmeents will need high max_gradient.

But, if You have meany spikes all over the map - it will not help :/

send to me scene + .png (mailto:pov### [at] raf256com) maybe I can help

other idea is ofcourse to use standart HF. 
Or maybe - bound ISO with HF (maybe scalled a litle)


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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