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Francois LE COAT <lec### [at] atariorg> wrote:
Hello friend,
Try the following and let me know how it works out :)
// rearranging a bit and deleting extra unnecessary parentheses gives:
10*e
#declare e = exp(1);//2.71828182845904523536028747135266249775724709369996;
// or #include "consts.inc"
// then just convert to SDL syntax (* this is untested)
#declare Equation = function (x, y, z, a, b, c, d) {
( pow (pow (x+2*a, 2) + pow (y+2*b, 2)-1, 2) - c+pow(2*z, 2) + d*pow (y+2*b,
2) ) *
( pow (pow (x+2*a, 2) + pow (y-2*b, 2)-1, 2) - c+pow(2*z, 2) + d*pow (y-2*b,
2) ) *
( pow (pow (x-2*a, 2) + pow (y(2*b+1), 2)-1, 2) - c+pow(2*z, 2) + d*pow
(y/(2*b+1), 2) ) -
10 * e}
// Define a, b, c, and d
// and then plug it into an isosurface declaration,
// preferably with the max_gradient estimatiing equation
// to speed things up a bit.
// render with a very low accuracy to start: maybe 0.1
// I'd also keep lighting and textures the simplest possible, perhaps only using
a
// finish {specular 0.2} or 0.4
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