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Just for the heck of it, try moving 'normal on' below the function and see if
it still crashes.
~Samuel
eg:
isosurface {
function { "mesh1" ,<P0,P1,P2,P3,P4> }
normal on
accuracy 0.001
threshold 0.02
contained_by { box { <-10.0, -10.0, -10.0>, <10.0, 10.0, 10.0> } }
eval
texture {
pigment {
function {
sqrt(x*x*0.1 + y*y*0.1 + z*z*0.1)
}
color_map {
[ 0.000 rgbft <1.0, 0.5, 1.0, 0.0, 0.0> ]
[ 1.000 rgbft <1.0, 0.2, 0.2, 0.0, 0.0> ] } } } }
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