|
![](/i/fill.gif) |
> If the object is an isosurface with a threshold of 0 and you use the same
> function for the density, the density will start at zero at the surface and go
> up as you move in. By exactly how much depends on the gradient of the
> function,but some scaling can do the trick. If the function is quadratic, taking
> it's square root will return a linear curve.
>
> If you use some primitives, there are some patterns that can help. Those are
> spherical, boxed and planar.
>
> spherical start at 1 at the origin and drop to zero at radius = 1.
>
> boxed start at 1 at the origin and drop to zero when reaching 1 unit distance in
> any ortogonal direction.
>
> planar start at 1 on the x-z plane and drop to zero at 1 unit along the y axis.
>
> Those can be scaled, receive various wave shapes, be multiplied, divided,
> squared,...
>
> --
> Alain
Yes. I didn't think to isosurfaces. There many isosurfaces that povray can
handle. The following wonderful tutorial explains them:
http://www.econym.demon.co.uk/isotut/
Furthermore I know that one of Christoph patches can speed up the process
for isosurfaces.
The problem could be for complex CSG objects or if I decide to use meshes,
sor, lathe, etc.
Only one more question: if have two isosurface objects with their own media
and I construct an union, difference or intersection, what happens to
medias? I'll try to esperiments this cases...
Post a reply to this message
|
![](/i/fill.gif) |