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"Kima" <nomail@nomail> wrote:
> I tried to make one by merging two perpendicular planes (to eliminate the
> horizon line), but wasn't successful.
You could use a bezier patch, a polynomial, blobbing together two planes
http://news.povray.org/povray.binaries.images/thread/%3Cweb.5cf31c5f43128c364eec112d0%40news.povray.org%3E/
doing an interpolation between two planes,
http://news.povray.org/povray.binaries.images/thread/%3Cweb.5d4b7ce3a683fa3a4eec112d0%40news.povray.org%3E/
or just use a curved function for an isosurface:
#version 3.8;
global_settings {assumed_gamma 1.0 }
#include "colors.inc"
#include "functions.inc"
#include "math.inc"
camera {
//location <0, 0, -2.5>
location <0, 5, -10>
right x*image_width/image_height
up y
look_at <0, 2, 0>
//look_at <0, 0, 0.01>
}
light_source {<10, 10, -10> rgb 1}
background {Gray10}
#declare Tan = texture {pigment {rgb <0.92, 0.60, 0.20>} finish {diffuse 0.7
specular 0.2 reflection 0.02}}
isosurface {
function {y-1/z}
open
threshold 0
#declare Gradient = 1000;
#declare Min_factor= 0.6;
max_gradient Gradient
//evaluate Gradient*Min_factor, sqrt(Gradient/(Gradient*Min_factor)), min
(0.7, 1.0)
accuracy 0.01
contained_by {box {<-3, 0, 0.0000001>, <3, 5, 5>}}
//all_intersections
polarity off
interior_texture {Tan} texture {Tan}
rotate y*180
scale 1
//translate -x*10
}
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