POV-Ray : Newsgroups : povray.binaries.images : High density center for isosurface 3dnoise Server Time
3 Oct 2024 17:12:43 EDT (-0400)
  High density center for isosurface 3dnoise (Message 1 to 4 of 4)  
From: Greg M  Johnson
Subject: High density center for isosurface 3dnoise
Date: 9 Oct 1999 20:46:29
Message: <37ffe1e5@news.povray.org>
If anyone ever has a need for such a thing, here it is:

isosurface {
         function
          {(noise3d(x*f,y*f,z*f)+((sqrt(x^2+y^2+z^2)/R)^1))}
               accuracy 0.01
               threshold 1
               sign 1
               bounded_by {
               sphere{0,500}
               }
        pigment{White}
        }


Thanks for the advice. I was hoping to shoot my pathfinder algorithm at
it. The image below is a slice provided by
&(-z)&(z+.02).


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Attachments:
Download 'isodense.jpg' (13 KB)

Preview of image 'isodense.jpg'
isodense.jpg


 

From: Bob Hughes
Subject: Re: High density center for isosurface 3dnoise
Date: 9 Oct 1999 21:33:43
Message: <37ffecf7@news.povray.org>
Has the appearance of a low resolution photograph of a globular star
cluster.

Bob


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From: Ken
Subject: Re: High density center for isosurface 3dnoise
Date: 9 Oct 1999 21:39:21
Message: <37FFEDE4.85D7F98C@pacbell.net>
Bob Hughes wrote:
> 
> Has the appearance of a low resolution photograph of a globular star
> cluster.
> 
> Bob

I was thinking more along the lines of green chewing gum stuck to the bottom
of my shoe but your observation is a little more flattering than mine is so
let's go with that instead.

-- 
Ken Tyler
1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html


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From: SamuelT 
Subject: Re: High density center for isosurface 3dnoise
Date: 11 Oct 1999 22:14:46
Message: <38029AD5.70E8B411@aol.com>
One thing's for sure: there are many ways to do the same thing when it comes
to isosurfaces. This has a nice gradual taper to it.

"Greg M. Johnson" wrote:

> If anyone ever has a need for such a thing, here it is:
>
> isosurface {
>          function
>           {(noise3d(x*f,y*f,z*f)+((sqrt(x^2+y^2+z^2)/R)^1))}
>                accuracy 0.01
>                threshold 1
>                sign 1
>                bounded_by {
>                sphere{0,500}
>                }
>         pigment{White}
>         }
>
> Thanks for the advice. I was hoping to shoot my pathfinder algorithm at
> it. The image below is a slice provided by
> &(-z)&(z+.02).
>
>   ------------------------------------------------------------------------
>  [Image]

--
Samuel Benge

E-Mail: STB### [at] aolcom
Website: http://members.aol.com/stbenge


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