POV-Ray : Newsgroups : povray.newusers : Isosurface blemished : Re: Isosurface blemished Server Time
15 May 2024 08:26:33 EDT (-0400)
  Re: Isosurface blemished  
From: Alain
Date: 28 Jan 2014 00:07:23
Message: <52e73b0b$1@news.povray.org>

> I tried to use an isosurface with a moderately complex formula but got very
> weird results, so I started with a working example with the object of adding the
> complexity bit by bit.
>
> I started with the code below and found I was getting black features on the
> surface. There are five versions of the function line, the first renders ok but
> the rest give increasingly worse results.
>
> #version 3.7;
> global_settings { assumed_gamma 1.0 }
> #default{ finish{ ambient 0.1 diffuse 0.9 }}
>
> #include "colors.inc"
> #include "functions.inc"
>
> //-------------------------------------------
>
> #declare CamLoc = < 0, 0,-10>;
>
> camera {
>   location CamLoc
>          right     x*image_width/image_height
>   look_at < 0, 0, 0>
>   angle 42
> }
>
> light_source {CamLoc color White*0.35}
> light_source {<-50, 150,-75> color White}
>
> background { color rgb<1,1,1>*0.35 }
>
>
> /*
> box {<-4,-3, 1>, < 4, 3, 2>
>   texture {
>    pigment {checker color rgb < 0.05, 0, 0.35>, color White}
>    finish {ambient 0 diffuse 1}
>   }
> }
> */
> //-------------------------------------------
> #local Yo = 0.08;
> #local Zo = .635;
> #local Xa = 0.75;
> #local Yb = 1.6;
> #local Rr = 2.560;
> #local Ko = 0.23;
>
>
> #declare IsoFinish =
> finish {
>   ambient 0 diffuse 1
>   specular 1 roughness 0.02
>   brilliance 2
> }
>
> #declare  Shape =
> isosurface {
> // function {sqrt(x*x + y*y + z*z) - 1}
> // function {sqrt(pow((x/Xa),2) + pow((y),2) + z*z) - 1}
> // function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + z*z) - 1}
> // function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + pow((z/Zo),2)) - 1}
>    function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + (z/Zo)*(z/Zo)) - 1}
>   threshold 0
>   contained_by {box {<-1,-1,-1>, < 1, 1, 1>}}
>   texture {
>    pigment {color  rgb<0.8,0,0>}
>    finish {IsoFinish}
>           }
>          }
>   object {Shape rotate <0, 0, 45> translate <-2, 2, 0>}
>   object {Shape rotate <0, 45, 0> translate <-2, 0, 0>}
>   object {Shape rotate <0, 45, 45> translate <-2, -2, 0>}
>
>   object {Shape rotate <-45, 0, 0> translate <0, 2, 0>}
>   object {Shape rotate <0, 0, 0> translate <0, 0, 0>}
>   object {Shape rotate <45, 0, 0> translate <0, -2, 0>}
>
>   object {Shape rotate <45, 45, 45> translate <2, 2, 0>}
>   object {Shape rotate <0, -45, 0> translate <2, 0, 0>}
>   object {Shape rotate <45, 45, 0> translate <2, -2, 0>}
>
>
>
>

Check your max_gradient.
For the basic shape, the default of 1.2 seems to be enough.
For the others, it's obviously to low. Take a look at the post render 
messages. If the max_gradient is to low, there will be a message 
informing you about the fact. It looks like:
Max_gradient found was 50.24888, but max_gradient was set to 1.2. Your 
isosurface may contain holes. Adjust max_gradient ....

In the isosurface definition, add:
max_gradient <Value>
where value is a little smaller than the reported max_gradient.



Alain


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