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> You will always have serious problems with such infinite gradient
> functions. There are no strongly visible artefacts at this scale, but in
> a more detailed view you will surely see them.
You're right there. I started out rendering from gound level and had to play
with the max_gradient and accuracy settings to reduce the artefacts to an
acceptable level, though from those low angles things rendered a lot quicker so
I could afford some more accuracy.
> Using conventional objects instead, preferably meshes, would be much more
> efficient.
>
> See for example:
>
> http://www.interq.or.jp/blue/kawashu/include/i04.html
>
> http://news.povray.org/povray.binaries.images/12339/
Thanks! I'd had a go at doing something like that, but my results weren't any
quicker to draw than the isosurface! The only problem with this is trying to
imitate the shapes I get using a metric of 1.
--
Tek
http://www.evilsuperbrain.com
Christoph Hormann <chr### [at] gmx de> wrote in message
news:3C8BD3C2.7F80B4CE@gmx.de...
>
>
> Tek wrote:
> >
> > I've been messing around with the crackle pigment, and got a couple of good
> > effects :)
> >
> > The first one's an iso surface that looks a bit like a city. It looks more
> > city-like from a low camera angle, but I did this orthographic view to use a
s a
> > desktop backdrop :) BTW, this one took nearly 24 hours to render!! I'm gonna
> > have to find a way to speed it up.
>
> You will always have serious problems with such infinite gradient
> functions. There are no strongly visible artefacts at this scale, but in
> a more detailed view you will surely see them.
>
> Using conventional objects instead, preferably meshes, would be much more
> efficient.
>
> See for example:
>
> http://www.interq.or.jp/blue/kawashu/include/i04.html
>
> http://news.povray.org/povray.binaries.images/12339/
>
> Christoph
>
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 21 Feb. 2002 _____./\/^>_*_<^\/\.______
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