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Christopher James Huff <chr### [at] mac com> wrote in news:chrishuff-
DD2### [at] netplex aussie org
> field. Even if you do it the wrong way, and check a single voxel from a
> 3D array, you would end up with something like:
>
> ISOSRF->gradientField
> [floor(ISOSRF->gfXRes*(Point[X] - ISOSRF->gfMin[X])/ISOSRF->gfSize[X])]
> [floor(ISOSRF->gfYRes*(Point[Y] - ISOSRF->gfMin[Y])/ISOSRF->gfSize[Y])]
> [floor(ISOSRF->gfZRes*(Point[Z] - ISOSRF->gfMin[Z])/ISOSRF->gfSize[Z])]
no, it;s not exacly what I ment, the voxels is in fact Yours suggestion, I
ment something bit different. Now i'm rendering few tests, it's almost
clear that in meany cases using my little idea improves speed about 50%,
full examples + sources will be place soon (one test without optimization
renders 5 h iwanted even tests to look nice ;)
--
#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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