POV-Ray : Newsgroups : povray.text.tutorials : isomaze tutorial Server Time: 22 Jan 2020 09:05:21 GMT
  isomaze tutorial (Message 1 to 7 of 7)  
From: W³odzimierz ABX Skiba
Subject: isomaze tutorial
Date: 5 Nov 2001 14:44:13
Message: <is3dutg17gbcfmmh5ij2r05msch59oqus7@4ax.com>
Here is simple isomaze tutorial for POV 3.5. It is described in 3D. Some of
functions (f_torus, f_snoize) are defined in standard include file
"functions.inc". Sorry for enigmatic sentences but it is my poor English. I
expect some isosurface experience from readers :-)

Split 3D space to similiar parts. Simplest part is a box. So, every box should
contain the same content but mirrored. And should be smoothly joined by putting
connections in the center of the boxes. So, at first lets create simplest box in
the center. Centers of the boxes will be joined internally with parts of
toruses.

<SDL>

#include "stdinc.inc"

#declare Major=.5;
#declare Minor=.03;

#declare f_torus_1=function{f_torus(x-Major,y,z-Major,Major,Minor)}
#declare f_torus_2=function{f_torus(x+Major,z,y-Major,Major,Minor)}
#declare f_torus_3=function{f_torus(y+Major,x,z+Major,Major,Minor)}

#declare f_part=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}

isosurface{
  function{f_part(x,y,z)}
  contained_by{box{-Major Major}}
  }

</SDL>

Above is base shape. Now we must repeat this in all directions. We can do it by
going with all coordinates from any value to <-Major,Major> range. So we must
add function for coordinates, increase size of isosurface and change function.

<SDL>
#include "stdinc.inc"

#declare Range=3;
#declare Major=.5;
#declare Minor=.03;

#declare f_coord=function(coord){coord-(floor(coord)+.5)}

#declare f_torus_1=function{f_torus(x-Major,y,z-Major,Major,Minor)}
#declare f_torus_2=function{f_torus(x+Major,z,y-Major,Major,Minor)}
#declare f_torus_3=function{f_torus(y+Major,x,z+Major,Major,Minor)}

#declare f_part=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}

isosurface{
  function{f_part(f_coord(x),f_coord(y),f_coord(z))}
  contained_by{box{-Range Range}}
  }
</SDL>

But it is too regular. So let's flip some of the boxes by mirror coordinates
around its center. But when and how should be this flipped? Let's control it by
noise value for rest of coordinates. To achive constant variation within whole
box noise need floor value for coordinates.

<SDL>
#include "stdinc.inc"

#declare Range=3;
#declare Major=.5;
#declare Minor=.03;

#declare f_coord=function(u,v,coord){
  select(f_snoise3d(10*floor(u),10*floor(v),10*floor(coord)),1,-1)*
  (coord-(floor(coord)+.5))
}

#declare f_x=function{f_coord(z,y,x)}
#declare f_y=function{f_coord(x,z,y)}
#declare f_z=function{f_coord(y,x,z)}

#declare f_torus_1=function{f_torus(x-Major,y,z-Major,Major,Minor)}
#declare f_torus_2=function{f_torus(x+Major,z,y-Major,Major,Minor)}
#declare f_torus_3=function{f_torus(y+Major,x,z+Major,Major,Minor)}

#declare f_part=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}

isosurface{
  function{f_part(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))}
  contained_by{box{-Range Range}}
  }
</SDL>

Shape is ready. Now pattern for pigment. At first let's create base 2D pattern
within area <0,0><1,1> For smooth results it should be tileable. I choosed
checkered pattern scaled down to achive equal "squares".

<SDL>

// calc number of rects along x per visible part of torus
#declare YS=8;
#declare XS=int(.25*YS*Major/Minor); // visible part
#declare XS=4*(XS/2=int(XS/2)?XS:XS+1); // whole torus

#declare Pig=pigment{
  checker
  color rgb 0 color rgb 1
  rotate 45*z
  scale 1/sqrt(2)
  translate -.5
  scale <1,.5,1>
  scale <1/XS,1/YS,1>
}

</SDL

Now we have to apply this texture to every part of toruses in base box.

<SDL>
#declare Pig1=pigment{
  Pig
  warp{toroidal major_radius Major}
  translate (x+z)*Major
}

#declare Pig2=pigment{
  Pig1
  matrix<-1,0,0,0,0,1,0,1,0,0,0,0>
}

#declare Pig3=pigment{
  Pig1
  matrix<0,-1,0,1,0,0,0,0,-1,0,0,0>
}

#declare f_Pig1=function{pigment{Pig1}} // for torus_1
#declare f_Pig2=function{pigment{Pig2}} // for torus_2
#declare f_Pig3=function{pigment{Pig3}} // for torus_3

</SDL>

And now hardest thing: We have to choose what pigment should we apply. We can
use the same functions as for isosurface. We have to choose one with smalest
value.

<SDL>

#declare f_Pig=function{

select(f_torus_1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)),

select(f_torus_1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)),
        f_Pig1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray,
        f_Pig3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray
      ),

select(f_torus_2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)),
        f_Pig2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray,
        f_Pig3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray
      )
    )
  }
  
</SDL>

finally we can apply pigment to the isosurface

<SDL>
isosurface{
  function{f_box(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))}
  contained_by{box{-Range Range}}
  pigment{function{f_Pig(x,y,z)}}
}
</SDL>

at last we can add a little turbulence to pigments, add turbulenced pigment as
modifier to isosurface function and extend base pigment with gradient. Here is
whole scene with fog and other things.

<SDL>
#version 3.5;

#include "stdinc.inc"

global_settings
{
  assumed_gamma 1.0
  noise_generator 2
}

#declare N=20;

#local Loc=<0, 0, 0>;
#local Look=Loc+z; 
#local Dir=1.5*z;
#local Right=x*image_width/image_height;
#local Angle=15;

camera {
  perspective
  location  Loc
  up        y
  right     Right
  look_at   Look
  angle     Angle
}

light_source {<-30, 30, -30> color rgb 1 shadowless}

#declare Major=.5;
#declare Minor=.03;
#declare YS=8;
#declare XS=int(.25*YS*Major/Minor);
#declare XS=4*(XS/2=int(XS/2)?XS:XS+1);

#declare f_torus_1=function{f_torus(x-Major,y,z-Major,Major,Minor)}
#declare f_torus_2=function{f_torus(x+Major,z,y-Major,Major,Minor)}
#declare f_torus_3=function{f_torus(y+Major,x,z+Major,Major,Minor)}

#declare PigA=function{pigment{
  gradient x
  color_map{
    [0 color rgb 0]
    [.5 color rgb 1]
    [1 color rgb 0]
  }
}}
  
#declare PigB=function{pigment{
  gradient y
  pigment_map{
    [0 color rgb 0]
    [.5 color rgb 1]
    [1 color rgb 0]
  }
}}
  
#declare PigC=pigment{function{min(PigA(x,y,z).gray,PigB(x,y,z).gray)}}
#declare PigD=pigment{color rgb 0}
                   
#declare Pig1=pigment{
  checker
  pigment{PigC} pigment{PigD}
  rotate 45*z
  scale 1/sqrt(2)
  translate -.5
  scale <1,.5,1>
  scale <1/XS,1/YS,1>
  warp{toroidal major_radius Major}
  translate (x+z)*Major
}

#declare Pig2=pigment{
  Pig1
  matrix<-1,0,0,0,0,1,0,1,0,0,0,0>
}

#declare Pig3=pigment{
  Pig1
  matrix<0,-1,0,1,0,0,0,0,-1,0,0,0>
}

#declare f_Pig1=function{pigment{Pig1}}
#declare f_Pig2=function{pigment{Pig2}}
#declare f_Pig3=function{pigment{Pig3}}

#declare f_box=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}

#declare
f_coord=function{select(f_snoise3d(10*floor(x),10*floor(y),10*floor(z)),1,-1)*(z-(floor(z)+.5))}

#declare f_x=function{f_coord(z,y,x)}
#declare f_y=function{f_coord(x,z,y)}
#declare f_z=function{f_coord(y,x,z)}

#declare f_Pig=function{

select(f_torus_1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)),

select(f_torus_1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)),
        f_Pig1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray,
        f_Pig3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray
      ),

select(f_torus_2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)),
        f_Pig2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray,
        f_Pig3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray
      )
    )
  }
  
#declare f_Pig_Turb=function{pigment{function{f_Pig(x,y,z)}turbulence 2*Minor}}

isosurface{

function{f_box(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-Minor*f_Pig_Turb(x,y,z).gray/4}
  contained_by{box{-N N}}
  pigment{
    function{f_Pig(x,y,z)}
    color_map{
      [0 ForestGreen]
      [1 GreenYellow]
    }
  }
  rotate <20,30,40>
  #if(clock_on)
    rotate<
      Interpolate(frame_number,initial_frame,final_frame,0,360,0)
      ,
      Interpolate(frame_number,initial_frame,final_frame,0,360,1)
      ,
      Interpolate(frame_number,initial_frame,final_frame,0,360,2)
    >
  #end
}

background{color GreenYellow/2}

fog {
  distance N
  color GreenYellow/2
}
</SDL>

I wait for large renders and amazing animations :-)

ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35


Post a reply to this message

From: Dennis Milller
Subject: Re: isomaze tutorial
Date: 7 Nov 2001 02:55:20
Message: <3be8a298$1@news.povray.org>
Sorry, but this would not render for me. I got an error pointing to the
line:

  function{f_box(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))}


Any ideas?
thanks,
d.

"W³odzimierz ABX Skiba" <abx### [at] babilonorg> wrote in message
news:is3dutg17gbcfmmh5ij2r05msch59oqus7@4ax.com...
> Here is simple isomaze tutorial for POV 3.5. It is described in 3D. Some
of
> functions (f_torus, f_snoize) are defined in standard include file
> "functions.inc". Sorry for enigmatic sentences but it is my poor English.
I
> expect some isosurface experience from readers :-)
>
> Split 3D space to similiar parts. Simplest part is a box. So, every box
should
> contain the same content but mirrored. And should be smoothly joined by
putting
> connections in the center of the boxes. So, at first lets create simplest
box in
> the center. Centers of the boxes will be joined internally with parts of
> toruses.
>
> <SDL>
>
> #include "stdinc.inc"
>
> #declare Major=.5;
> #declare Minor=.03;
>
> #declare f_torus_1=function{f_torus(x-Major,y,z-Major,Major,Minor)}
> #declare f_torus_2=function{f_torus(x+Major,z,y-Major,Major,Minor)}
> #declare f_torus_3=function{f_torus(y+Major,x,z+Major,Major,Minor)}
>
> #declare
f_part=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}
>
> isosurface{
>   function{f_part(x,y,z)}
>   contained_by{box{-Major Major}}
>   }
>
> </SDL>
>
> Above is base shape. Now we must repeat this in all directions. We can do
it by
> going with all coordinates from any value to <-Major,Major> range. So we
must
> add function for coordinates, increase size of isosurface and change
function.
>
> <SDL>
> #include "stdinc.inc"
>
> #declare Range=3;
> #declare Major=.5;
> #declare Minor=.03;
>
> #declare f_coord=function(coord){coord-(floor(coord)+.5)}
>
> #declare f_torus_1=function{f_torus(x-Major,y,z-Major,Major,Minor)}
> #declare f_torus_2=function{f_torus(x+Major,z,y-Major,Major,Minor)}
> #declare f_torus_3=function{f_torus(y+Major,x,z+Major,Major,Minor)}
>
> #declare
f_part=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}
>
> isosurface{
>   function{f_part(f_coord(x),f_coord(y),f_coord(z))}
>   contained_by{box{-Range Range}}
>   }
> </SDL>
>
> But it is too regular. So let's flip some of the boxes by mirror
coordinates
> around its center. But when and how should be this flipped? Let's control
it by
> noise value for rest of coordinates. To achive constant variation within
whole
> box noise need floor value for coordinates.
>
> <SDL>
> #include "stdinc.inc"
>
> #declare Range=3;
> #declare Major=.5;
> #declare Minor=.03;
>
> #declare f_coord=function(u,v,coord){
>   select(f_snoise3d(10*floor(u),10*floor(v),10*floor(coord)),1,-1)*
>   (coord-(floor(coord)+.5))
> }
>
> #declare f_x=function{f_coord(z,y,x)}
> #declare f_y=function{f_coord(x,z,y)}
> #declare f_z=function{f_coord(y,x,z)}
>
> #declare f_torus_1=function{f_torus(x-Major,y,z-Major,Major,Minor)}
> #declare f_torus_2=function{f_torus(x+Major,z,y-Major,Major,Minor)}
> #declare f_torus_3=function{f_torus(y+Major,x,z+Major,Major,Minor)}
>
> #declare
f_part=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}
>
> isosurface{
>   function{f_part(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))}
>   contained_by{box{-Range Range}}
>   }
> </SDL>
>
> Shape is ready. Now pattern for pigment. At first let's create base 2D
pattern
> within area <0,0><1,1> For smooth results it should be tileable. I choosed
> checkered pattern scaled down to achive equal "squares".
>
> <SDL>
>
> // calc number of rects along x per visible part of torus
> #declare YS=8;
> #declare XS=int(.25*YS*Major/Minor); // visible part
> #declare XS=4*(XS/2=int(XS/2)?XS:XS+1); // whole torus
>
> #declare Pig=pigment{
>   checker
>   color rgb 0 color rgb 1
>   rotate 45*z
>   scale 1/sqrt(2)
>   translate -.5
>   scale <1,.5,1>
>   scale <1/XS,1/YS,1>
> }
>
> </SDL
>
> Now we have to apply this texture to every part of toruses in base box.
>
> <SDL>
> #declare Pig1=pigment{
>   Pig
>   warp{toroidal major_radius Major}
>   translate (x+z)*Major
> }
>
> #declare Pig2=pigment{
>   Pig1
>   matrix<-1,0,0,0,0,1,0,1,0,0,0,0>
> }
>
> #declare Pig3=pigment{
>   Pig1
>   matrix<0,-1,0,1,0,0,0,0,-1,0,0,0>
> }
>
> #declare f_Pig1=function{pigment{Pig1}} // for torus_1
> #declare f_Pig2=function{pigment{Pig2}} // for torus_2
> #declare f_Pig3=function{pigment{Pig3}} // for torus_3
>
> </SDL>
>
> And now hardest thing: We have to choose what pigment should we apply. We
can
> use the same functions as for isosurface. We have to choose one with
smalest
> value.
>
> <SDL>
>
> #declare f_Pig=function{
>
>
select(f_torus_1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_2(f_x(x,y,z),f_y(
x,y,z),f_z(x,y,z)),
>
>
select(f_torus_1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_3(f_x(x,y,z),f_y(
x,y,z),f_z(x,y,z)),
>         f_Pig1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray,
>         f_Pig3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray
>       ),
>
>
select(f_torus_2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_3(f_x(x,y,z),f_y(
x,y,z),f_z(x,y,z)),
>         f_Pig2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray,
>         f_Pig3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray
>       )
>     )
>   }
>
> </SDL>
>
> finally we can apply pigment to the isosurface
>
> <SDL>
> isosurface{
>   function{f_box(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))}
>   contained_by{box{-Range Range}}
>   pigment{function{f_Pig(x,y,z)}}
> }
> </SDL>
>
> at last we can add a little turbulence to pigments, add turbulenced
pigment as
> modifier to isosurface function and extend base pigment with gradient.
Here is
> whole scene with fog and other things.
>
> <SDL>
> #version 3.5;
>
> #include "stdinc.inc"
>
> global_settings
> {
>   assumed_gamma 1.0
>   noise_generator 2
> }
>
> #declare N=20;
>
> #local Loc=<0, 0, 0>;
> #local Look=Loc+z;
> #local Dir=1.5*z;
> #local Right=x*image_width/image_height;
> #local Angle=15;
>
> camera {
>   perspective
>   location  Loc
>   up        y
>   right     Right
>   look_at   Look
>   angle     Angle
> }
>
> light_source {<-30, 30, -30> color rgb 1 shadowless}
>
> #declare Major=.5;
> #declare Minor=.03;
> #declare YS=8;
> #declare XS=int(.25*YS*Major/Minor);
> #declare XS=4*(XS/2=int(XS/2)?XS:XS+1);
>
> #declare f_torus_1=function{f_torus(x-Major,y,z-Major,Major,Minor)}
> #declare f_torus_2=function{f_torus(x+Major,z,y-Major,Major,Minor)}
> #declare f_torus_3=function{f_torus(y+Major,x,z+Major,Major,Minor)}
>
> #declare PigA=function{pigment{
>   gradient x
>   color_map{
>     [0 color rgb 0]
>     [.5 color rgb 1]
>     [1 color rgb 0]
>   }
> }}
>
> #declare PigB=function{pigment{
>   gradient y
>   pigment_map{
>     [0 color rgb 0]
>     [.5 color rgb 1]
>     [1 color rgb 0]
>   }
> }}
>
> #declare PigC=pigment{function{min(PigA(x,y,z).gray,PigB(x,y,z).gray)}}
> #declare PigD=pigment{color rgb 0}
>
> #declare Pig1=pigment{
>   checker
>   pigment{PigC} pigment{PigD}
>   rotate 45*z
>   scale 1/sqrt(2)
>   translate -.5
>   scale <1,.5,1>
>   scale <1/XS,1/YS,1>
>   warp{toroidal major_radius Major}
>   translate (x+z)*Major
> }
>
> #declare Pig2=pigment{
>   Pig1
>   matrix<-1,0,0,0,0,1,0,1,0,0,0,0>
> }
>
> #declare Pig3=pigment{
>   Pig1
>   matrix<0,-1,0,1,0,0,0,0,-1,0,0,0>
> }
>
> #declare f_Pig1=function{pigment{Pig1}}
> #declare f_Pig2=function{pigment{Pig2}}
> #declare f_Pig3=function{pigment{Pig3}}
>
> #declare
f_box=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}
>
> #declare
>
f_coord=function{select(f_snoise3d(10*floor(x),10*floor(y),10*floor(z)),1,-1
)*(z-(floor(z)+.5))}
>
> #declare f_x=function{f_coord(z,y,x)}
> #declare f_y=function{f_coord(x,z,y)}
> #declare f_z=function{f_coord(y,x,z)}
>
> #declare f_Pig=function{
>
>
select(f_torus_1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_2(f_x(x,y,z),f_y(
x,y,z),f_z(x,y,z)),
>
>
select(f_torus_1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_3(f_x(x,y,z),f_y(
x,y,z),f_z(x,y,z)),
>         f_Pig1(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray,
>         f_Pig3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray
>       ),
>
>
select(f_torus_2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-f_torus_3(f_x(x,y,z),f_y(
x,y,z),f_z(x,y,z)),
>         f_Pig2(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray,
>         f_Pig3(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z)).gray
>       )
>     )
>   }
>
> #declare f_Pig_Turb=function{pigment{function{f_Pig(x,y,z)}turbulence
2*Minor}}
>
> isosurface{
>
>
function{f_box(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))-Minor*f_Pig_Turb(x,y,z).gra
y/4}
>   contained_by{box{-N N}}
>   pigment{
>     function{f_Pig(x,y,z)}
>     color_map{
>       [0 ForestGreen]
>       [1 GreenYellow]
>     }
>   }
>   rotate <20,30,40>
>   #if(clock_on)
>     rotate<
>       Interpolate(frame_number,initial_frame,final_frame,0,360,0)
>       ,
>       Interpolate(frame_number,initial_frame,final_frame,0,360,1)
>       ,
>       Interpolate(frame_number,initial_frame,final_frame,0,360,2)
>     >
>   #end
> }
>
> background{color GreenYellow/2}
>
> fog {
>   distance N
>   color GreenYellow/2
> }
> </SDL>
>
> I wait for large renders and amazing animations :-)
>
> ABX
> --
> #declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb
1}}
> union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient
}}isosurface{ file://ABX
>
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)
}
> contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient
1}}//POV35


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From: Bob H 
Subject: Re: isomaze tutorial
Date: 7 Nov 2001 03:58:49
Message: <3be8b179@news.povray.org>
"Dennis Milller" <dhm### [at] mediaonenet> wrote in message
news:3be8a298$1@news.povray.org...
> Sorry, but this would not render for me. I got an error pointing to the
> line:
>
>   function{f_box(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))}

Rendered here.  At least, the last full scene portion of the tutorial did.

Bob H.


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From: W³odzimierz ABX Skiba
Subject: Re: isomaze tutorial
Date: 7 Nov 2001 08:34:31
Message: <mdshutsm4f7jlhuo4vj0ioi0c57t4f10o7@4ax.com>
On Tue, 6 Nov 2001 21:51:14 -0500, "Dennis Milller" <dhm### [at] mediaonenet>
wrote:

> Sorry, but this would not render for me. I got an error pointing to the
> line:
>
>  function{f_box(f_x(x,y,z),f_y(x,y,z),f_z(x,y,z))}
>
>
> Any ideas?

Function f_box() was used in original scene. I renamed this to f_part() within
main part of tutorial. Sorry.

ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35


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From: ABX
Subject: Re: isomaze tutorial
Date: 31 Jul 2002 06:19:30
Message: <f70fkucrskkm7o0o0bviamth9vado0auic@4ax.com>
On Mon, 05 Nov 2001 15:44:06 +0100, W³odzimierz ABX Skiba <abx### [at] babilonorg> wrote:
> #declare f_box=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}

to use this script in final 3.5 it is necessary to change this line to

#declare f_box=function{min(f_torus_1(x,y,z),f_torus_2(x,y,z),f_torus_3(x,y,z))}

ABX


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From: Philippe Lhoste
Subject: Re: isomaze tutorial
Date: 31 Jul 2002 07:41:23
Message: <3d4794a3$1@news.povray.org>
"ABX" <abx### [at] babilonorg> wrote:
> On Mon, 05 Nov 2001 15:44:06 +0100, W³odzimierz ABX Skiba
<abx### [at] babilonorg> wrote:
> > #declare
f_box=function{f_torus_1(x,y,z)|f_torus_2(x,y,z)|f_torus_3(x,y,z)}
>
> to use this script in final 3.5 it is necessary to change this line to
>
> #declare
f_box=function{min(f_torus_1(x,y,z),f_torus_2(x,y,z),f_torus_3(x,y,z))}
>
> ABX

OK, that's *much* better :-)
I was about to write to ask why all I got was an uniform light green image
:-)

Thanks for this source, it is a worthwhile study.

-- #=--=#=--=#=--=#=--=#=--=#=--=#=--=#=--=# --
Philippe Lhoste (Paris -- France)
Professional programmer and amateur artist
http://jove.prohosting.com/~philho/


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From: ABX
Subject: Re: isomaze tutorial
Date: 31 Jul 2002 07:54:52
Message: <0r5fku4idso4su8oj08alhh3a2drond2q1@4ax.com>
On Wed, 31 Jul 2002 09:40:15 +0200, "Philippe Lhoste" <Phi### [at] GMXnet> wrote:
> Thanks for this source, it is a worthwhile study.

Let me repeat follow original post: I wait for large renders and amazing
animations :-)

ABX


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