POV-Ray : Newsgroups : povray.unofficial.patches : Platform-dependent isosurfaces? : Platform-dependent isosurfaces? Server Time
2 Sep 2024 06:17:32 EDT (-0400)
  Platform-dependent isosurfaces?  
From: Alex Vandiver
Date: 19 Apr 2000 17:42:27
Message: <38FE27DE.FD68043C@tiac.net>
I have posted two images to p.b.i showing an identical scene containing
one isosurface rendered using Megapov 0.4  One was on a RedHat 6.1 box,
the other on a Windows machine.  As you can see, there is a quite marked
difference.  I suspect the Windows version, the one without the white
regions, is the correct one, but am at a loss as to why.  Both binaries
were pre-compiled, one by Nathan Kopp, the other by Mark Gordon.  The
source to the scene is posted below.  Can anyone else duplicate or
explain this?
-Alex V.

// Forgive the hideous function -- it was computer-generated (see
earlier image in p.b.i)
#version unofficial MegaPov 0.4;
isosurface{
  function{((((sin(noise3d(x,x,y))/((0.0903843115083873*y)/(x+y)))*

((abs(y)+(y^0.308258313219994))+((y/z)^abs(x))))^abs((((z*0.434349831193686)


-(z+z))+(sin(z)-sin(0.309442261699587)))))^(((noise3d(sin(0.673113088589162),

           noise3d(y,x,x),(x*z))/(sin(0.628716635052115)-

noise3d(0.81341931829229,x,0.655613251496106)))+(abs(abs(0.426932952366769))


+abs((z/z))))/noise3d(sin(((x+y)^(z^z))),sin(((0.947182392701507^z)*sin(z))),

           sin(((z+x)^(y/z))))))}
  contained_by {sphere{0,1}}
  threshold .5 pigment {rgb 1} rotate <30,60,90>
}
light_source {<10, 50,15>, 1}
light_source {<10,-50,15>,.5}
camera {location <2,0,0> up y look_at <0,0,0>}


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