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In article <3A354CA0.80CA8788@gmx.de>, Christoph Hormann
<chr### [at] gmxde> wrote:
> how about:
> function { y + ( 1 / sqrt(x^2 + z^2 + 0.01) ) }
Some comments: the "+ 0.01" part is to avoid an artifact along the
y-axis, I use this value in my function to control the shape of the
isosurface and depth of the whirlpool.
You might want to use "sqr(x)" instead of "x^2", it may be slightly
faster.
This is the isosurface I have come up with:
#declare Vortex =
function {
1/(sqr(x)+sqr(z)+0.3) + sin(atan2(x,z)*7 + y*10)*0.025
}
isosurface {
function {y+Vortex(x,y,z)}
threshold 0
accuracy 0.01
max_gradient 3.9
contained_by {box {<-25,-4.99,-25>, < 25, 0.01, 25>}}
texture {
pigment {color rgb < 0.5, 0.85, 1>}
finish {
specular 1 roughness 0.0025
}
}
}
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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