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"Ruy" <ruy### [at] hipernet com br> wrote :
>
> Anyway, if it is a local store I also doubt they would be willing to
engage
> the paperwork hassle that the Brazilian government would unleash at hem
like
> a pack of rabid dobermanns...
Yeah, I hear that shipping and import would make the price back up to
the $2000-3000 range.
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Chaps wrote:
>It took me about 20 hours to render the following code.
Nice function!
Try following code.
R. Suzuki
----------------------------------
#include "colors.inc"
#include "metals.inc"
#include "functions.inc"
global_settings{max_trace_level 4}
light_source
{
<10, 10, 10>
color rgb 1.0
}
light_source
{
<-5, -5, -10>
color rgb 1.0
}
camera
{
location <0.0 , 5.0 ,-7.0>
look_at <0.0 , 0.0 , 0.0>
right x*image_width/image_height
}
isosurface {
function {
max(f_spiral(sin(3*atan2(z,x)),-3+f_r(x,y,z),y,0.3,0.1,3,1,1,1.5),
(-0.2+abs(-3.0+f_r(x,y,z)))*1.5)}
contained_by { sphere { 0, 3.2 } }
//threshold 0.0
accuracy 0.001
max_gradient 1.5
// evaluate 1, 1.2, 0.99
max_trace 1
texture {
bozo
texture_map {
[0 T_Gold_3C]
[0.25 T_Gold_3E]
[0.5 T_Chrome_3E]
[0.75 T_Chrome_3E]
[1 T_Gold_3C]
}
}
}
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"R. Suzuki" <r-s### [at] aist go jp> escreveu na mensagem
news:3bbe4bb8@news.povray.org...
> Nice function!
> Try following code.
>
> R. Suzuki
<Snip>
I just did, it too the same Celeron 600MHz 128MB RAM I use at work, at
1024x768 AA0.3, just 2h14m53s, as opposed to 7h8m27s I got with the previous
version of the equation, or only 31.5% of those 7+ hours.
I haven't taken the time to study both equations, so excuse me for being
lazy and asking the question: how come?
Ruy
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"Ruy" <ruy### [at] hipernet com br> wrote in message
news:3bc1dc5b$1@news.povray.org...
> I just did, it too the same Celeron 600MHz 128MB RAM I use at work, at
> 1024x768 AA0.3, just 2h14m53s, as opposed to 7h8m27s I got with the
previous
> version of the equation, or only 31.5% of those 7+ hours.
>
> I haven't taken the time to study both equations, so excuse me for being
> lazy and asking the question: how come?
Sorry for the late reply.
The best function for "isosurface" (the method 2 in MEGA POV) is a function
which
has constant gradient, for example, f(x,y,z)=abs(x),
f(x,y,z)=sqrt(x^2+y^2+z^2), etc.
(The function in the POV help file (6.5.4.2) is not the best function for
"isosurface".)
In some cases, you can increase the rendering speed by combining such good
functions.
R. Suzuki
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