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wrote:
> For those who want faster function adjusting
> http://library.wolfram.com/webMathematica/MSP/Explore/Graphics/Plot3D
And for those who are confused about mathematica syntax take a look at online
documentation at http://documents.wolfram.com/ . Below is complete equivalent
of default graph. I thought it could be better to present it as parametric
object but this produced some crash in my current beta (apriopriate report
after moment in p.b-t). I didn't want to use mesh to not complicate script.
#version 3.5;
#include "shapes"
#local Surface=isosurface{
function{y-(
(sin(x*z))^2 // fromula from Mathematica
)}
contained_by{box{
<0,0,0> // min range from Mathematica
<2*pi,1,2*pi> // max range from Mathematica
}}
max_gradient 4.5 // adjusted according to pov-warning
pigment {rgb 1}
};
Center_Object(Surface,1)
camera {
location <5,5,-5>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
light_source{100*y,1}
ABX
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Thanks very much for the "translation."
D.
news:0e31augbq6m0t0us0h3iaj3tiijheughh0@4ax.com...
<abx### [at] babilonorg>
> wrote:
> > For those who want faster function adjusting
> > http://library.wolfram.com/webMathematica/MSP/Explore/Graphics/Plot3D
>
> And for those who are confused about mathematica syntax take a look at
online
> documentation at http://documents.wolfram.com/ . Below is complete
equivalent
> of default graph. I thought it could be better to present it as parametric
> object but this produced some crash in my current beta (apriopriate report
> after moment in p.b-t). I didn't want to use mesh to not complicate
script.
>
> #version 3.5;
> #include "shapes"
>
> #local Surface=isosurface{
> function{y-(
> (sin(x*z))^2 // fromula from Mathematica
> )}
> contained_by{box{
> <0,0,0> // min range from Mathematica
> <2*pi,1,2*pi> // max range from Mathematica
> }}
> max_gradient 4.5 // adjusted according to pov-warning
> pigment {rgb 1}
> };
>
> Center_Object(Surface,1)
>
> camera {
> location <5,5,-5>
> direction 1.5*z
> right x*image_width/image_height
> look_at <0.0, 0.0, 0.0>
> }
>
> light_source{100*y,1}
>
> ABX
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