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First let me thank everyone for there response to my question about making
water look as if it is funneling.
Lots of good ideas. Not having ever tried isosurfaces before, I am finding
this very interesting. So on with my question.
I hope I am explaining this question correctly.
I remember, way back in my days of algebra and trig, there being a
function 1/x that when plotted on an 'XY' coordinate would give you
something that looked like a funnel. Knowing these functions is there anyway
to use them in an isometric or maybe even a parametric surface. Maybe the
answer is in front of me and my math is just a little rusty, actually a
whole lot rusty
Once again I thank you for your help and knowledge
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Randolph Robnett wrote:
>
> I hope I am explaining this question correctly.
> I remember, way back in my days of algebra and trig, there being a
> function 1/x that when plotted on an 'XY' coordinate would give you
> something that looked like a funnel. Knowing these functions is there anyway
> to use them in an isometric or maybe even a parametric surface. Maybe the
> answer is in front of me and my math is just a little rusty, actually a
> whole lot rusty
> Once again I thank you for your help and knowledge
how about:
function { y + ( 1 / sqrt(x^2 + z^2 + 0.01) ) }
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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In article <3A354CA0.80CA8788@gmx.de>, Christoph Hormann
<chr### [at] gmxde> wrote:
> how about:
> function { y + ( 1 / sqrt(x^2 + z^2 + 0.01) ) }
Some comments: the "+ 0.01" part is to avoid an artifact along the
y-axis, I use this value in my function to control the shape of the
isosurface and depth of the whirlpool.
You might want to use "sqr(x)" instead of "x^2", it may be slightly
faster.
This is the isosurface I have come up with:
#declare Vortex =
function {
1/(sqr(x)+sqr(z)+0.3) + sin(atan2(x,z)*7 + y*10)*0.025
}
isosurface {
function {y+Vortex(x,y,z)}
threshold 0
accuracy 0.01
max_gradient 3.9
contained_by {box {<-25,-4.99,-25>, < 25, 0.01, 25>}}
texture {
pigment {color rgb < 0.5, 0.85, 1>}
finish {
specular 1 roughness 0.0025
}
}
}
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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