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"Greg M. Johnson" wrote:
>
> 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.)
>
It looks quite good, but there are still a lot of typical errors (what you call
diffuse==0 is only one thing) like stair effects and thin lines.
IMO similar shapes are also possible with smooth functions, of course not that
simple. I posted a regular grid of cubes some time ago:
Subject: Re: tiling to infinity in 3d (~66K)
Date: Thu, 05 Oct 2000 10:28:04
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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