POV-Ray : Newsgroups : povray.text.scene-files : L*C*h(uv) functions : Re: L*C*h(uv) functions Server Time
20 Apr 2024 05:04:28 EDT (-0400)
  Re: L*C*h(uv) functions  
From: clipka
Date: 22 Nov 2016 02:30:45
Message: <5833f425$1@news.povray.org>
Am 22.11.2016 um 01:46 schrieb Mike Horvath:

> I am trying random things now.
> 
> isosurface
> {
>     function {max(convertLCH2RGB_R(x,y,z), 1)}

throw away the max() function, and take care of the polar-ish coordinate
system by replacing:

    convertLCH2RGB_R(x,y,z)

with:

    convertLCH2RGB_R(y*200-100,sqrt(x*x+z*z)*100,atan2(x/z)*pi/180)

(presuming you want L up and I got the math right)

>     contained_by
>     {
>         box {-2,+2}
>     }
> //    threshold FLOAT_VALUE

... and use threshold 1. That should give you something visible.

>     accuracy    0.01
>     max_gradient    5
> //    [evaluate P0, P1, P2]
> //    open
> //    [max_trace INTEGER] | [all_intersections]
>     pigment {rgb 1}
> }
> 
> This takes a long time to render, but there's nothing visible happening.
> 
> Mike


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