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I have been trying to create basically a cube in which the top and bottom face
is a 2D sine wave (egg crate pattern). I have been able to do this using
isosurface, with some trouble however. The way I found to do this was to make
one isosurface sine wave pattern contained by a box and then make another one
also contained by a box and flip it over. My problem is that when I try to
merge the two objects I create, I have tried merge and union I always see a
middle boundary in between them. The indicies of refraction are matched and I
am using fresnel reflection, so I do not see how or why I am seeing this. If
anyone has any ideas on how to make this artifact go away that would be very
helpful. I have posted the code I used to make the object below.
Thanks,
Mike
#declare MixedRegion =
material {
texture {
pigment {
color rgbf<0.3, 0.5, .5,1>
}
finish {
ambient 0.0
diffuse 0.0
reflection {
0.0, 1.0
fresnel on
}
conserve_energy
specular 0.0
roughness 0.0
}
}
}
#declare botMixingHalf=
isosurface {
function {
( y-5 + .1*sin(3*6.2832*x)*sin(3*6.2832*z))
}
max_gradient 4
accuracy .0001
contained_by { box { <-1.8999, 4.5, -1.8999>, <1.8999, 5.1, 1.8999> } }
material { MixedRegion }
interior {
ior 1.400
}
photons{
target
refraction on
reflection on
}
rotate 180*z
translate 8*y
}
#declare topMixingHalf=
isosurface {
function {
( y-4 - .1*sin(3*6.2832*x)*sin(3*6.2832*z))
}
max_gradient 4
accuracy .0001
contained_by { box { <-1.8999, 3.2, -1.8999>, <1.8999, 4.1, 1.8999> } }
material { MixedRegion }
interior {
ior 1.400
}
photons{
target
refraction on
reflection on
}
}
#declare Mixingregion=
merge{object{topMixingHalf}
object{botMixingHalf}}
object{Mixingregion}
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