

On 2/19/23 14:38, Bald Eagle wrote:
> That looks cool.
Thanks.
>
> Now all you need to do is interlace that function with some white ovoids with
> micronormals, and you sell those by the case for $50+ each.
:)

> Aside: The gradient of "cos(x) + cos(y) + cos(z)" is relatively high
> as isosurface functions go.
Aside to my aside... We can lower the gradient in the above case. By
noticing the function values swing between 3 and 3 in a symmetrical
way, we can code:
#declare Fn03 = function (x,y,z) {
(cos(x) + cos(y) + cos(z))*(1/3)
}
Which remaps the values to 1 to 1. Why not *1/9 you ask for an even
lower gradient? Well, you can, but it gets to be a gradient game with
isosurfaces after some point. It tends' to help to get everything into a
more common value space  and I aim for 1 to 1 as a rule  as in that
space functions tend to play better together.
Bill P.
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