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One thing's for sure: there are many ways to do the same thing when it comes
to isosurfaces. This has a nice gradual taper to it.
"Greg M. Johnson" wrote:
> If anyone ever has a need for such a thing, here it is:
>
> isosurface {
> function
> {(noise3d(x*f,y*f,z*f)+((sqrt(x^2+y^2+z^2)/R)^1))}
> accuracy 0.01
> threshold 1
> sign 1
> bounded_by {
> sphere{0,500}
> }
> pigment{White}
> }
>
> Thanks for the advice. I was hoping to shoot my pathfinder algorithm at
> it. The image below is a slice provided by
> &(-z)&(z+.02).
>
> ------------------------------------------------------------------------
> [Image]
--
Samuel Benge
E-Mail: STB### [at] aolcom
Website: http://members.aol.com/stbenge
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