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Well, looking at the Intermediate Isosurface tutorial (good stuff), I was
able to narrow down the problem (or what I think is a problem) with
rendering isosurface spheres with MegaPOV (see my earlier post) to the
rendering method (1 or 2) that was used. It seems that using a declared
function in a isosurface, which I learned from the aforementioned tutorial,
causes the rendering method 2 to be used by default. (Is this in the
MegaPOV doc's? I guess I should read them thoroughly instead of picking out
bits and pieces) And method 2 does not like the function x*x+y*y+z*z for
whatever reason. I am listing the source code below for a couple of
spheres, differing by rendering method 1 or 2 alone below--> the method 2
sphere does not appear. Needless to say, I will be using method 1
exclusively for the time being. Hope this info will help,
Quadhall
tre### [at] ww-interlinknet
P.S. Isosurfaces still rule!
P.P.S. The programmers who brought us POV and MegaPOV rule even more!
the code:
#version unofficial MegaPOV 0.5;
light_source { <3,5,-8> 1 shadowless}
camera{ location <0,0,-4> look_at <0,0,0> }
#declare a = function { x*x+y*y+z*z }
isosurface
{
function {a(x,y,z)}
contained_by{sphere {0,4}}
threshold 1
method 1
eval
pigment{color rgb 1}
translate <-1,0,0>
}
isosurface
{
function {a(x,y,z)}
contained_by{sphere {0,4}}
threshold 1
method 2
eval
pigment{color rgb 1}
translate <1,0,0>
}
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