"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{
ripplesscale 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}