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I really know nothing about isosurfaces, but for me it looks like the
isosurface is "hovering" over the water and casting a shadow on it. Can you
align the camera with the watersurface and look "under" the isosurface?
It reminds me of some heightfields, were I set the water_level above the
plane for the water ...
You use noise3d for the water (which I also know really nothing about),
perhaps it extends the "clipping-box" (if there is something like that) of
the water-box in y-direction? [What should that have to do with filter or
transmit? Don't know]
Just the thoughts of a newbie, perhaps it helps (probably not :-))
Marc-Hendrik
Bob Hughes schrieb in Nachricht <393e9bbd@news.povray.org>...
>On further checking I didn't get anywhere with this apparent "bug", which
>shows when the water box is set amid the isosurface. Only thing needed to
see
>the defect (can't be certain it is though) is to have a pigment with filter
or
>transmit for the water. It's not caused by any other texturing such as
>normals and finishes in either the water or island parts.
>This pair of attached renders makes it very clear to see. The top is
without
>the water to show the unbroken isosurface. Bottom image has a filtered
>pigment "water" and a normal and finish, but it still does this without
like
>I've said.
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