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In article <3AA16D6D.72C85D84@gmx.de>, Christoph Hormann
<chr### [at] gmx de> wrote:
> Looks very interesting, although i did not yet totally understand how the
> second and third one work, are you evaluating the pigment in a 2d plane or
> in 3d space?
3D space, the surface of a 1-unit-radius sphere centered at < 0, 0,
0>...you could map the sphere to a 2D plane with the spherical warp, if
you wanted, but this method lets you get completely smooth, continuous
results.
> The third one looks similar to a sphere-crackle isosurface, that lead me
> to the idea of an isosurface tesselation macro. Since Warp's tesselation
> patch is still buggy and does not work well on isosurfaces, that could be
> quite useful IMO.
This would be extremely slow as a macro or include...maybe too slow to
be practical. Also, as I recall, Warp's tesselation patch works fine
with isosurfaces using method 2, and the problem with method 1 is
actually with the isosurface object itself, not the tesselation patch.
There is that odd bug with missing/misarranged triangles, but that often
doesn't pop up.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
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