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Thanks for letting me know! Unfortunately Isosurfaces are beyond me:-( I really
need to learn more Math, though I am in grade 12.
Gilles Tran wrote:
> Thomas Lake wrote:
>
> > What I did was I downloaded a Maze making program off the internet,
> > these just make 2D mazes. Then I saved the images and went into
> > Photoshop to play with the image, adding Gausian Blurring until I got a
> > good heightfield image. Then I saved it as a TGA file and went into
> > HF-Lab, there I previewed the image and saved it. Then I used Orb-Cyl to
> > take the TGA heighfield to map it around a sphere. I used RAW output.
> > Then I opened the RAW file in Rhino 3D and exported Moray/Povray UDO/INC
> > files.
>
> Another way to do this is isosurfaces (with Megapov) :
>
> #declare r0=0.2;
> #declare hfs=function{pigment{image_map{png "mazepic" map_type 1 interpolate
> 2} }}
> #declare Maze=isosurface{function{x*x+y*y+z*z + r0*(1 - hfs(x,y,z))}
> threshold 1 eval max_gradient 60 contained_by{sphere{0,1}} texture{txtMaze}}
>
> (the max_gradient may have to be changed)
> (http://www.mediaport.net/Artichaud/Tran/english/gtp1214e.htm)
>
> Also, there's a great maze pigment function by SamuelT (look for "Re:Tuesday
> evening enigma", Feb 10, 2000) that can be used to generate the map.
>
> Possibly, it could be done in one pass (without the blurring of the maze
> texture), but I haven't tried it.
>
> G.
--
Come visit my web site:-) : http://www.geocities.com/~thomaslake/
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