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Actually, I was able to encase the first three parts in abs( ) functions to
shorten it. The remaining three were deleted. It worked well, but I don't think
it helped the rendering time, only my editor space :)
Chris Huff wrote:
> In article <38529FAA.9A53DEA1@aol.com>, "SamuelT." <STB### [at] aol com>
> wrote:
>
> > Cool! Thanks Chris! I'll get started on this stuff soon and might post my
> > progress at the images section. The only drawback about this, is that the
> > parser might get "bored" like it has in the past when using large
> > functions.
>
> Well, much of the code is duplicated, you could separate it into a
> separate function to make it considerably shorter, something like this:
>
> //Makes one side of prism aligned in xz plane
> //Syntax is: PrismSide(angle, x, z) - distance
> #declare PrismSide =
> function {
> z*sin(radians(x)) + y*cos(radians(x))
> }
>
> //Makes a hexagonal prism, the angles given
> //are the angles of the sides to each other
> isosurface {
> function {
> PrismSide(0, x, y) - 1)
> &PrismSide(60, x, y) - 1)
> &PrismSide(120, x, y) - 1)
> &PrismSide(180, x, y) - 1)
> &PrismSide(240, x, y) - 1)
> &PrismSide(300, x, y) - 1)
> &(abs(y) - 1)
> }
> threshold 0
> clipped_by{box {<-5, -5, -15>, < 5, 5, 5>}}
> accuracy 0.001
> texture {ComYw}
> }
>
> --
> Chris Huff
> e-mail: chr### [at] yahoo com
> Web page: http://chrishuff.dhs.org/
--
Samuel Benge
E-Mail: STB### [at] aol com
Visit the still unfinished isosurface tutorial: http://members.aol.com/stbenge
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