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well, after seeing those interesting blobs and sphere sweeps, I decided to
wrap a regular torus object with an isosurface (that looks remarkably like a
blob object seen a few posts back). I also used those cool photon
thingies......
Quadhall
tre### [at] ww-interlinknet
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Attachments:
Download 'plate_91.jpg' (54 KB)
Preview of image 'plate_91.jpg'
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Could name it The Auger That Bores Itself. Sorry, I've been ray tracing too
long....
The color diffusion appears to be overly intense due to the reflections.
'conserve_energy' always seems a good idea to me anymore ever since it came
about in MegaPov.
Bob
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I would love to see the code for the iso...
Quadhall wrote:
> well, after seeing those interesting blobs and sphere sweeps, I decided to
> wrap a regular torus object with an isosurface (that looks remarkably like a
> blob object seen a few posts back). I also used those cool photon
> thingies......
>
> Quadhall
> tre### [at] ww-interlinknet
>
> [Image]
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Wasn't it Quadhall who wrote:
>well, after seeing those interesting blobs and sphere sweeps, I decided to
>wrap a regular torus object with an isosurface (that looks remarkably like a
>blob object seen a few posts back). I also used those cool photon
>thingies......
One of the built in isosurface functions does both the regular torus and
the twisty torus all in one go:-
isosurface {
function {"func_12" <4, 9, 1, 0.02, 1, 0.6, 1, 0, 0, 0>}
method 2
max_gradient 4
accuracy 0.0001
contained_by{sphere 0,6}
pigment {rgb .9}
finish {phong 0.5 phong_size 10}
}
--
Mike Williams
Gentleman of Leisure
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Moon47 wrote in message <3981D8B6.57F746D5@earthlink.net>...
>I would love to see the code for the iso...
well, this code's a bit sloppy and ugly, but here it is.....
#declare major=+2.00;
#declare minor=+0.35;
#declare dis=+0.55;
#declare freq=9;
#declare a = function{cos(atan2(z,x)*freq)*dis}
#declare b = function{sin(atan2(z,x)*freq)*dis}
#declare c = function{(sqrt(x^2+z^2)-major-a)}
#declare d = function{sqrt((y-b)^2+c^2)-minor}
//one
#declare one=
isosurface
{
function {d}
contained_by{sphere {0,4.0}}
eval
method 2
threshold 0
pigment{color rgb 1}
finish {blinn .9 facets .3 reflection .95}
photons {target reflection on}
}
object{one}
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