Hello,
How can I avoid the black cracks in the isosurface?
And how to move the camera in a circular radius movement around
an isosurface object?
Thanks,
H.Frik
Here is the code:
#include
"colors.inc" &
nbsp; &n
bsp;
#include "stones.inc"
#include
"textures.inc"
#include
"shapes.inc"
#include "woods.inc"
#include "functions.inc"
global_settings {
max_trace_level 20
}
camera {
location <1.3,0.8,5.>
look_at <0.,0.4,0>
}
#declare Lightbulb = union {
merge
{
sphere { <0,0,0>,1
}
cylinder
{
<0,0,1>,
<0,0,0>,
1
scale <0.35, 0.35,
1.0>
translate
0.5*z
}
texture {
pigment {color
rgb
<1, 1, 1>}
finish
{ambient
.8 diffuse .6}
}
}
cylinder {
<0,0,1>, <0,0,0>, 1
scale
<0.4,
0.4, 0.5>
texture { Brass_Texture
}
translate
1.5*z
}
rotate -90*x
scale
0.5
}
light_source {
<5,5,20>
color White
looks_like { Lightbulb }
}
light_source {
<5,
50,20>
color White
}
sky_sphere
{
pigment {
gradient
y
color_map
{
[ 0.5 color
CornflowerBlue
]
[ 1.0 color
MidnightBlue
]
}
scale
1
translate -1
}
}
#declare
F=function{pattern{
ripples
scale 0.2
rotate y*30
warp{repeat x*0.4
flip
x}
}
}
#declare
P=function{pigment{leopard
colour_map{[0.0 rgb
0.0]
 
;
[0.3 rgb
0.0]
 
;
[1.0 rgb 1.0]}
scale 0.1
}}
#declare
P1=function{pattern{leopard turbulence 0.3 scale 0.2}}
#declare
P2=function{pattern{leopard turbulence 0.3 scale 0.5}}
#declare
P3=function {x*0 + y + z*0}
isosurface {function { y - P1(x,y*x,z)*0.3
-P2(x,0,z)*1.0+
y -
P1(x,y,z)*0.3 - P2(x,0,z)*1.0+
f_noise3d(x,y,z)*0.3}
rotate <0,20,0>
scale 2
normal {
crackle
0.1 scale .102 }
normal { wrinkles 0.001 scale
.02
}
normal { bumps 0.01 scale .02 }// translate
<0,0,0>
texture {
T_Stone23 scale <0.35, 0.35,
1.0>}
scale
3
&nb
sp;
finish {ambient 0.15 diffuse 0.85 phong 0.2 reflection 0.1} //
pre-defined
in finish.inc
normal { crackle 0.1 scale .02
}
normal { wrinkles 0.001 scale .02
}
normal { bumps 0.01 scale .02 }
}
fog { fog_type
2
distance 2.8
color
White
fog_offset
0.1
fog_alt
0.2
turbulence
0.8
}