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Hello,
I have written the following simple code for isosurface. It looks fine but the
surface is not smooth.
//code starts here
camera{location<0,170,0> look_at<0,0,0>}
background{White}
light_source {<-100,400,-400> color White}
box{<-100,-10,-14>,<100,10,14> texture{pigment{color rgb<0.7,1,1> transmit 0.7}}
no_shadow}
isosurface{
function{ z - (1+sin(x*2*pi/200))*6}
threshold -14
contained_by{box{<-100,-10,-14>,<100,10,14>}}
texture{pigment{ color Gray transmit 0.5}} no_shadow }
}
object{sphere{<-100,-10,-14>,5 texture{pigment{color Blue}}}}
object{sphere{<100,10,14>,5 texture{pigment{color Red}}}}
//code ends
I have difficulty in making smooth iso-surface. Thanks in advance
Avant
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"avant" <avant> wrote:
> Hello,
> I have written the following simple code for isosurface. It looks fine but the
> surface is not smooth.
>
Do you use anti aliasing?
Best regards,
Michael
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"MichaelJF" <mi-### [at] t-onlinede> wrote:
> "avant" <avant> wrote:
> > Hello,
> > I have written the following simple code for isosurface. It looks fine but the
> > surface is not smooth.
> >
>
> Do you use anti aliasing?
>
> Best regards,
> Michael
Sorry, I was in a hurry as I posted the first time and I wanted to give you a
quick hint. I rendered your example without anti aliasing (aa) and with the
aa-standard shipped with the Windows version. The first test yielded annoying
"steps" at the curved surface, the second a much more smooth result. If you are
a Linux user, you should use an ini-file to specify the aa-settings. Something
like this should help:
Antialias=on
Antialias_Threshold=0.3
Antialias_Depth=9
Input_File_Name=isotest.pov
Width=1920
Height=1080
Best regards,
Michael
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>
>
> Hello,
> I have written the following simple code for isosurface. It looks fine but the
> surface is not smooth.
>
> //code starts here
> camera{location<0,170,0> look_at<0,0,0>}
> background{White}
> light_source {<-100,400,-400> color White}
> box{<-100,-10,-14>,<100,10,14> texture{pigment{color rgb<0.7,1,1> transmit 0.7}}
> no_shadow}
>
> isosurface{
> function{ z - (1+sin(x*2*pi/200))*6}
> threshold -14
> contained_by{box{<-100,-10,-14>,<100,10,14>}}
> texture{pigment{ color Gray transmit 0.5}} no_shadow }
> }
> object{sphere{<-100,-10,-14>,5 texture{pigment{color Blue}}}}
> object{sphere{<100,10,14>,5 texture{pigment{color Red}}}}
> //code ends
>
> I have difficulty in making smooth iso-surface. Thanks in advance
> Avant
>
>
>
Try antialiasing if the roughness is along the edges.
You should also check the message after the render. You may have a
warning about max_gradient. If the message state a found gradient larger
than the default with a mention of possible holes, add:
max_gradient <value reported in the message>
Doing the same if the reported value is smaller than the used one will
make your render faster.
The exact location is not crutial, but placing it just after the
threshold statement is a good location.
In this case, the default value for max_gradient look to be OK.
Post a reply to this message
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"MichaelJF" <mi-### [at] t-onlinede> wrote:
> "MichaelJF" <mi-### [at] t-onlinede> wrote:
> > "avant" <avant> wrote:
> > > Hello,
> > > I have written the following simple code for isosurface. It looks fine but the
> > > surface is not smooth.
> > >
> >
> > Do you use anti aliasing?
> >
> > Best regards,
> > Michael
>
> Sorry, I was in a hurry as I posted the first time and I wanted to give you a
> quick hint. I rendered your example without anti aliasing (aa) and with the
> aa-standard shipped with the Windows version. The first test yielded annoying
> "steps" at the curved surface, the second a much more smooth result. If you are
> a Linux user, you should use an ini-file to specify the aa-settings. Something
> like this should help:
>
> Antialias=on
>
> Antialias_Threshold=0.3
> Antialias_Depth=9
> Input_File_Name=isotest.pov
>
> Width=1920
> Height=1080
>
>
> Best regards,
> Michael
Hello Michael,
Thanks for the help. I will try using antialiasing. Were you able to get smooth
surface with your code?
Regards
Avan
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Alain <kua### [at] videotronca> wrote:
> >
> >
> > Hello,
> > I have written the following simple code for isosurface. It looks fine but the
> > surface is not smooth.
> >
> > //code starts here
> > camera{location<0,170,0> look_at<0,0,0>}
> > background{White}
> > light_source {<-100,400,-400> color White}
> > box{<-100,-10,-14>,<100,10,14> texture{pigment{color rgb<0.7,1,1> transmit 0.7}}
> > no_shadow}
> >
> > isosurface{
> > function{ z - (1+sin(x*2*pi/200))*6}
> > threshold -14
> > contained_by{box{<-100,-10,-14>,<100,10,14>}}
> > texture{pigment{ color Gray transmit 0.5}} no_shadow }
> > }
> > object{sphere{<-100,-10,-14>,5 texture{pigment{color Blue}}}}
> > object{sphere{<100,10,14>,5 texture{pigment{color Red}}}}
> > //code ends
> >
> > I have difficulty in making smooth iso-surface. Thanks in advance
> > Avant
> >
> >
> >
>
> Try antialiasing if the roughness is along the edges.
>
> You should also check the message after the render. You may have a
> warning about max_gradient. If the message state a found gradient larger
> than the default with a mention of possible holes, add:
> max_gradient <value reported in the message>
> Doing the same if the reported value is smaller than the used one will
> make your render faster.
> The exact location is not crutial, but placing it just after the
> threshold statement is a good location.
>
> In this case, the default value for max_gradient look to be OK.
Hello Alain,
As you pointed max_gradient is set to the the one calculated after rendering,
still there is no change. Will try using antialiasing.
Regards
Avant
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"avant" <avant> wrote:
> "MichaelJF" <mi-### [at] t-onlinede> wrote:
> > "MichaelJF" <mi-### [at] t-onlinede> wrote:
> > > "avant" <avant> wrote:
> > > > Hello,
> > > > I have written the following simple code for isosurface. It looks fine but the
> > > > surface is not smooth.
> > > >
> > >
> > > Do you use anti aliasing?
> > >
> > > Best regards,
> > > Michael
> >
> > Sorry, I was in a hurry as I posted the first time and I wanted to give you a
> > quick hint. I rendered your example without anti aliasing (aa) and with the
> > aa-standard shipped with the Windows version. The first test yielded annoying
> > "steps" at the curved surface, the second a much more smooth result. If you are
> > a Linux user, you should use an ini-file to specify the aa-settings. Something
> > like this should help:
> >
> > Antialias=on
> >
> > Antialias_Threshold=0.3
> > Antialias_Depth=9
> > Input_File_Name=isotest.pov
> >
> > Width=1920
> > Height=1080
> >
> >
> > Best regards,
> > Michael
>
> Hello Michael,
> Thanks for the help. I will try using antialiasing. Were you able to get smooth
> surface with your code?
>
> Regards
> Avan
Yes indeed, I stated this above (the second test). The aa-feature ist explained
within the pov docs exhaustively
(http://wiki.povray.org/content/Reference:Tracing_Options#Anti-Aliasing_Options).
Best regards,
Michael
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>
> "MichaelJF" <mi-### [at] t-onlinede> wrote:
>> "MichaelJF" <mi-### [at] t-onlinede> wrote:
>>> "avant" <avant> wrote:
>>>> Hello,
>>>> I have written the following simple code for isosurface. It looks fine but the
>>>> surface is not smooth.
>>>>
>>>
>>> Do you use anti aliasing?
>>>
>>> Best regards,
>>> Michael
>>
>> Sorry, I was in a hurry as I posted the first time and I wanted to give you a
>> quick hint. I rendered your example without anti aliasing (aa) and with the
>> aa-standard shipped with the Windows version. The first test yielded annoying
>> "steps" at the curved surface, the second a much more smooth result. If you are
>> a Linux user, you should use an ini-file to specify the aa-settings. Something
>> like this should help:
>>
>> Antialias=on
>>
>> Antialias_Threshold=0.3
>> Antialias_Depth=9
>> Input_File_Name=isotest.pov
>>
>> Width=1920
>> Height=1080
>>
>>
>> Best regards,
>> Michael
>
> Hello Michael,
> Thanks for the help. I will try using antialiasing. Were you able to get smooth
> surface with your code?
>
> Regards
> Avan
>
>
>
That should give prety smooth results in most cases. Using
Antialias_Depth=9 is very probably overkill, a value of 3 or 4 is usualy
enough. There is a default value that will be used if you don't set
Antialias_Depth.
To get smoother results, reducing Antialias_Threshold is normaly all
that you need. Keep it larger than 0.0 or your render time will
skyrocket as each pixel will get uselessly antialiased...
Alain
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