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"Thorsten Froehlich" <tho### [at] trfde> wrote in message
news:3dbc3969@news.povray.org...
> In article <Xns### [at] 204213191226>, "Rafal 'Raf256' Maj"
> <raf### [at] raf256com> wrote:
>
> >> "rate of change" of the function. The gradient of your function
> >> increases in the x and y directions, so bigger bounding boxes require
> >> higher max_gradient values. If you don't increase that value, the solver
> >> fails to find a surface.
> >
> > Where can I find detailed explenation of how solver works, best - with some
> > step-by-stem examples how he do it ?
>
> That won't help you finding the gradient of a function in advance. To
> determine the gradient of a function in advance you will need a good math
> book, not a detailed description how to find isosurface intersections in
> POV-Ray. In particular a step-by-step example won't possibly help you if
> you don't understand the math behind it -- which I assume you don't because
> you don't seem to know what a gradient is. Math books explaining how to
> find the gradient of a function should be available in ever library. A good
> selection should be available in your local university library. However, if
> you don't know what a derivative is, you either did not learn it in school
> or you have not yet learned it in school. Either way you will have to
> (re)learn it to understand the topic...
That's it, tell it like it is Thorsten. Don't mess about now...
~Steve~
>
> Thorsten
>
> ____________________________________________________
> Thorsten Froehlich, Duisburg, Germany
> e-mail: tho### [at] trfde
>
> Visit POV-Ray on the web: http://mac.povray.org
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"Thorsten Froehlich" <tho### [at] trfde> wrote in
news:3dbc3969@news.povray.org
>> Where can I find detailed explenation of how solver works, best -
>> with some step-by-stem examples how he do it ?
> That won't help you finding the gradient of a function in advance.
I know, but I'm just interest how does it work :)
--
#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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