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Tom Melly wrote:
> [...]
>
> #declare FSphere=function (x,y,z,R) {pow(x*x+y*y+z*z,0.5) - R}
> isosurface
> {
> function{FSphere(x,y,z,2)}
> threshold 0
> contained_by {box {-5,5}}
> max_gradient 13
> texture{
> pigment{color rgb .6}
> }
> }
Actually you should use sqrt() instead of pow(,0.5).
And since the radius R is a render time constant it is not necessary for
it to be a parameter:
#declare R=2;
#declare FSphere=function {sqrt(x*x+y*y+z*z) - R}
isosurface
{
function{FSphere(x,y,z)}
...
}
And this is exctly how it is shown in the isosurface tutorial in the
documentation.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______
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