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ABX <abx### [at] abxartpl> wrote in
news:ble82v0gl5ps049hbfjuk3v3a4o2mka8uo@4ax.com
>> basing on normlas of mesh, not isosurface.
> ...this does not change that whatever direction of normals is used
> then you can't guarantee placement of vertices and triangles without
> intersecting isosurface surface. those images you provided are easy to
> draw becouse you see shape you are bounding.
As I said before, I know that this algorithm may results in errors. But
same might i.e. using adaptive in area_lights etc.
> it is hard to read
> universal algorithm from those pictures. please provide algorithm in
> readable form (POV-SDL could be best)
ok...
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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