Here is a city made entirely out of an isosurface based on the cells
pigment. I had presented the problem that in step functions, isosurfaces
tend to give diffuse==0 on the edges of the steps. When I stumbled
across the web page of Makoto Mukui
(http://www.cs-w.com/~earth/material/isopattern.htm), I found that he
solved the problem elegantly simply with use of the max_gradient.
(PeteC had shared with us some pretty cool code for making this out of
randomly placed boxes of triangles, but I find the looks of this
isosurface more appealing.)
Now to texture to look like actual buildings, al'a Batman Beyond...
#declare F = function { pigment { cells color_map { Map } scale 1/4 }}
isosurface{
function { (y-F-1) }
contained_by{ box { -120, 120 } }
max_gradient 50
accuracy 1/100
scale 2
pigment { rgb <0.7,0.7,0.9>*0.8 }
}
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