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How would I intersect an isosurface with a plane?
In particular, how would I take a moving, thin slice through an
isosurface??
Say I want to take a moving slice through my chewing gum galaxy surface:
{(noise3d(x*f,y*f,z*f)+((sqrt(x^2+y^2+z^2)/R)^1))}
I tried intersecting it with the following two planes, but either
superpatch isn't responding, or I don't understand the math.
I tried
&(z+zha)&(-z+.002+zha)
with a variable zha. It doesn't work at all except zha=0.
I tried to guess how to intersect the inverse of a plane, but various
guesses with a ! symbol only generated errors...
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Greg M. Johnson wrote:
>
> I tried intersecting it with the following two planes, but either
> superpatch isn't responding, or I don't understand the math.
> I tried
>
> &(z+zha)&(-z+.002+zha)
>
Me too. I tried all sorts of things until late last ni... early this
morning. I couldn't get any sort of a slice.
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This worked for me: &(x - sliceThickness/2 + sliceOffset)&(-x -
sliceThickness/2 - sliceOffset)
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THANKS.
Perhaps the problem was with the offset in my equation.
Also, I realized I could have used good ol' CSG, too......
Chris Huff wrote:
> This worked for me: &(x - sliceThickness/2 + sliceOffset)&(-x -
> sliceThickness/2 - sliceOffset)
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/// I ended up doing this
#declare Frequency = 9.0;
#declare Dispersion = 2.0;
#declare Slice = 0.1; /// the actual thickness
#declare Radius = 1.0; /// is Slice/Radius
isosurface {
function
{ (noise3d(x*Frequency,y*Frequency,z*Frequency))
+((sqrt(x^2+y^2+z^2)/Radius)^Dispersion)
&abs(z/Slice)
}
accuracy 0.01
threshold 1.0
sign 1
bounded_by {
sphere{0, 1}
}
pigment{rgb 1}
}
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