For some recent modeling work, I have had a need to create various objects based
on cylinder-based shapes, varying the radius of the cylinder based on the
sqrt(x*x+z*z) - Radius // cylinder
sqrt(x*x+z*z) - Radius*y/Height // inverted cone
These seem to render as isosurfaces pretty consistently without high
max_gradients or the need for high accuracy.
sqrt(x*x+z*z) - Radius*(pow(y/Height,2)) // quadratic
sqrt(x*x+z*z) - Radius*sqrt(y/Height)
is causing the object to look semi-transparent, allowing light to pass through
it in an almost even distribution.
In a fit of frustration, after trying very high accuracy and max_gradient
values, I tried
sqrt(x*x+z*z) - Radius*sin(0.5*pi*y/Height)
and the object looks completely solid.
So, I'm wondering what in the isosurface code could cause this difference?
-- Chris R.
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