In many cases, you will need to raise the max_gradient value. Look for a message (choose Editor/Show Message Window if you can't see them) indicating how high it should.
Best,
D.
 
"HFrik" <frik01@zonnet.nl> wrote in message news:3e6a06d1@news.povray.org. ..

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

    }