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Well, looking at the Intermediate Isosurface tutorial (good stuff), I was
able to narrow down the problem (or what I think is a problem) with
rendering isosurface spheres with MegaPOV (see my earlier post) to the
rendering method (1 or 2) that was used. It seems that using a declared
function in a isosurface, which I learned from the aforementioned tutorial,
causes the rendering method 2 to be used by default. (Is this in the
MegaPOV doc's? I guess I should read them thoroughly instead of picking out
bits and pieces) And method 2 does not like the function x*x+y*y+z*z for
whatever reason. I am listing the source code below for a couple of
spheres, differing by rendering method 1 or 2 alone below--> the method 2
sphere does not appear. Needless to say, I will be using method 1
exclusively for the time being. Hope this info will help,
Quadhall
tre### [at] ww-interlinknet
P.S. Isosurfaces still rule!
P.P.S. The programmers who brought us POV and MegaPOV rule even more!
the code:
#version unofficial MegaPOV 0.5;
light_source { <3,5,-8> 1 shadowless}
camera{ location <0,0,-4> look_at <0,0,0> }
#declare a = function { x*x+y*y+z*z }
isosurface
{
function {a(x,y,z)}
contained_by{sphere {0,4}}
threshold 1
method 1
eval
pigment{color rgb 1}
translate <-1,0,0>
}
isosurface
{
function {a(x,y,z)}
contained_by{sphere {0,4}}
threshold 1
method 2
eval
pigment{color rgb 1}
translate <1,0,0>
}
Post a reply to this message
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"hall" <tre### [at] ww-interlinknet> wrote in message
news:39621861@news.povray.org...
> the code:
>
> #version unofficial MegaPOV 0.5;
> light_source { <3,5,-8> 1 shadowless}
> camera{ location <0,0,-4> look_at <0,0,0> }
>
> #declare a = function { x*x+y*y+z*z }
>
> isosurface
> {
> function {a(x,y,z)}
> contained_by{sphere {0,4}}
> threshold 1
> method 1
> eval
> pigment{color rgb 1}
> translate <-1,0,0>
> }
>
> isosurface
> {
> function {a(x,y,z)}
> contained_by{sphere {0,4}}
> threshold 1
> method 2
> eval
> pigment{color rgb 1}
> translate <1,0,0>
> }
>
Try adding a max_gradient value - eval should give you the right(ish) val,
but check the output of eval on subsequent renders to get the final correct
val for max_gradient. I had exactly the same problem.
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In article <39621861@news.povray.org>, "hall"
<tre### [at] ww-interlinknet> wrote:
I believe your problem is here...
> #declare a = function { x*x+y*y+z*z }
and here...
> function {a(x,y,z)}
> contained_by{sphere {0,4}}
Your function "a" increases exponentially from < 0, 0, 0>, and the
contained_by object goes far outside the actual surface, so a high
max_gradient is required, and calculation is slower. Try using
"sqrt(sqr(x), sqr(y), sqr(z))". The sqr() should be a little faster than
x*x, and the sqrt() will make it a linear increase.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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