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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"
#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
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
}
Post a reply to this message
Attachments:
Download 'iso-8859-1' (6 KB)
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In article <3e6a06d1@news.povray.org> , "HFrik" <fri### [at] zonnetnl> wrote:
> How can I avoid the black cracks in the isosurface?
By simply reading the messages POV-Ray outputs! They tell you want is wrong
and how to fix it.
Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povrayorg
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
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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" <fri### [at] zonnetnl> 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"
#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
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
}
Post a reply to this message
Attachments:
Download 'iso-8859-1' (6 KB)
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HFrik <fri### [at] zonnetnl> wrote:
> How can I avoid the black cracks in the isosurface?
In your example you didn't specify a max_gradient.
POV-Ray will therefore use the default max_gradient of 1.1
Check the messages at the end of your render. POV will suggest a better
max_gradient, probably around 3.7
So add
max_gradient 3.7
in the isosurface block, and the cracks should dissappear.
Since the max_gradient varies a bit throughout this scene, rendering
could be faster when using the adaptive evaluation of the max_gradient.
Instead of max_gradient 3.7, try this:
evaluate 2.0, 1.1, 0.8
This should render faster and probably without cracks.
--
e-mail:sme### [at] skynetbe
http://users.skynet.be/smellenbergh
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I found it.
Thanks,
H.Frik
Post a reply to this message
Attachments:
Download 'iso-8859-1' (1 KB)
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That's a nice pat answer.
However, I ran his code on the Windows 3.5 version, and the only warning
message was "no pigment type given'
Personally, I fail to see how that will help the OP.
Alan Walkington
"Thorsten Froehlich" <tho### [at] trfde> wrote in message
news:3e6a0ac0$1@news.povray.org...
> In article <3e6a06d1@news.povray.org> , "HFrik" <fri### [at] zonnetnl> wrote:
>
> > How can I avoid the black cracks in the isosurface?
>
> By simply reading the messages POV-Ray outputs! They tell you want is
wrong
> and how to fix it.
>
> Thorsten
>
> ____________________________________________________
> Thorsten Froehlich
> e-mail: mac### [at] povrayorg
>
> I am a member of the POV-Ray Team.
> Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
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From: Thorsten Froehlich
Subject: Re: How to avoid cracks in Isosurface?
Date: 22 Apr 2003 15:29:36
Message: <3ea59820@news.povray.org>
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In article <3e8cbf5e$1@news.povray.org> , "Alan Walkington"
<alan[REMOVE]@walkington.net> wrote:
> That's a nice pat answer.
>
> However, I ran his code on the Windows 3.5 version, and the only warning
> message was "no pigment type given'
>
> Personally, I fail to see how that will help the OP.
Well, if you cannot read, that is your problem. Everybody else who
responded had no problem seeing the message.
Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povrayorg
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
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