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Mike Horvath <mik### [at] gmailcom> wrote:
> It's all working now, thanks to you all!
>
> I've attached the latest test code and render.
>
That's some really nice math work and problem-solving. I played around with the
bowl thickness and object scaling in your code, just to test the 'uniform wall
thickness' idea-- which works well!
You might try scaling the final bounded_by object to more closely fit the
resulting isosurface (for the sole purpose of making the scene render a bit
faster.) Even though the initial two isosurfaces' contained_by spheres can't be
scaled (that is, *non-uniformly* scaled), the final bounded_by sphere can. For
my render, I used <2.0,0.8,0.7> in the two initial functions...
function {f_spheroid(x,y,z,2.0,0.8,0.7)}
and
function {f_spheroid_normalized(x,y,z,2.0,0.8,0.7)+surf_thick}
.... with surf_thick = 0.4, and bounded_by{sphere{0,1 scale <2.0, 0.8, 0.7>}}
This works well; I even tested the resulting (hidden) 'bounding box' shape with
min_extent/max_extent, to make sure of the close fit.
Of course. maybe a scaled BOX for the bounded_by shape could be an even closer
fit (to coincide with the differenced PLANE object in your code.)
I did notice some artifacts, in the self-shadowing area of the bowl. From
testing various things, it seems to be solely due to the isosurface 'accuracy'
value. I changed that from 0.001 to 0.000001, which appears to eliminate the
Moire patterns there. (I actually don't know how *small* a value that accuracy
can be, before it has no further effect.)
I was going to attach an image here of my tests, but I can't (using the web
interface, anyway.) I'll post it to the images section instead.
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