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Honestly, I didn't think of using an isosurface. Even though the
functions are simpler for a POV programmer to write down, isosurfaces
are inherently slower to render than the "more efficiently coded" poly
objects .
I mean there is a large amount of overhead in just evaluating the math
expressions using an interpreter, not to mention poor renderings due to
max_gradient issues. (Check out the 1/r factor, which will cause the
gradient to blow up close to the z-axis).
But in this case I think you're totally right. Max gradient isn't an
issue and the increased time probably isn't a factor.
Ben
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