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Hello,
How can I avoid the black cracks in the isosurface?
And how to move the camera in a circular radius movement around 
an isosurface object?
Thanks,
H.Frik
Here is the code:
 
  #include "colors.inc"                                   
  #include "stones.inc"    
  #include "textures.inc"    
  #include "shapes.inc"
  #include "woods.inc"
  #include "functions.inc"
 global_settings {
  
   
  max_trace_level 20
    
}
 
  camera {
location <1.3,0.8,5.>
  look_at <0.,0.4,0>
 }
  #declare Lightbulb = union {
    merge {
      sphere { <0,0,0>,1 }
      cylinder {
        <0,0,1>, <0,0,0>, 1
        scale <0.35, 0.35, 1.0>
        translate  0.5*z
      }
      texture {
        pigment {color rgb <1, 1, 1>}
        finish {ambient .8 diffuse .6}
      }
    }
    cylinder {
      <0,0,1>, <0,0,0>, 1
      scale <0.4, 0.4, 0.5>
      texture { Brass_Texture }
      translate  1.5*z
    }
    rotate -90*x
    scale 0.5
  }
 light_source {
     <5,5,20>
    color White
    looks_like { Lightbulb }
  }
 
   
  light_source {
    <5, 50,20>
    
   color White
  }
  sky_sphere {
    pigment {
      gradient y
      color_map {
        [ 0.5  color CornflowerBlue ]
        [ 1.0  color MidnightBlue ]
       
      }
      scale 1
      translate -1
    }
  }
#declare F=function{pattern{
  ripples
  scale 0.2
  rotate y*30
  warp{repeat x*0.4 flip x}
  }
}
#declare P=function{pigment{leopard
   colour_map{[0.0  rgb 0.0]
              [0.3  rgb 0.0]
              [1.0  rgb 1.0]}
   scale 0.1
}}
#declare P1=function{pattern{leopard turbulence 0.3 scale 0.2}}
#declare P2=function{pattern{leopard turbulence 0.3 scale 0.5}}
#declare P3=function  {x*0 + y + z*0}
 isosurface {function { y - P1(x,y*x,z)*0.3 -P2(x,0,z)*1.0+
y - P1(x,y,z)*0.3 - P2(x,0,z)*1.0+
f_noise3d(x,y,z)*0.3}
rotate <0,20,0>
scale 2
 
 normal {  crackle 0.1 scale .102  }
 normal {  wrinkles 0.001 scale .02  }
  normal { bumps 0.01 scale .02 }// translate <0,0,0>
texture {
   T_Stone23 scale <0.35, 0.35, 1.0>}   
        scale 3       
                     
finish {ambient 0.15 diffuse 0.85 phong 0.2 reflection 0.1} // 
pre-defined in finish.inc
 normal {  crackle 0.1 scale .02  }
   normal {  wrinkles 0.001 scale .02  }
   normal { bumps 0.01 scale .02 }
  }
   fog { fog_type   2
      distance   2.8
   color White
      fog_offset 0.1
      fog_alt    0.2    
      turbulence 0.8
    }
 Post a reply to this message 
 
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In article <3e6a06d1@news.povray.org> , "HFrik" <fri### [at] zonnet nl> wrote:
> How can I avoid the black cracks in the isosurface?
By simply reading the messages POV-Ray outputs!  They tell you want is wrong
and how to fix it.
    Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povray org
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
 
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In many cases, you will need to raise the max_gradient value. Look for a 
message (choose Editor/Show Message Window if you can't see them) 
indicating how high it should.
Best,
D.
  "HFrik" <fri### [at] zonnet nl> wrote in message 
news:3e6a06d1@news.povray.org...
  Hello,
  How can I avoid the black cracks in the isosurface?
  And how to move the camera in a circular radius movement around 
  an isosurface object?
  Thanks,
  H.Frik
  Here is the code:
    #include "colors.inc"                                   
    #include "stones.inc"    
    #include "textures.inc"    
    #include "shapes.inc"
    #include "woods.inc"
    #include "functions.inc"
   global_settings {
    
     
    max_trace_level 20
      
  }
   
    camera {
  location <1.3,0.8,5.>
    look_at <0.,0.4,0>
   }
    #declare Lightbulb = union {
      merge {
        sphere { <0,0,0>,1 }
        cylinder {
          <0,0,1>, <0,0,0>, 1
          scale <0.35, 0.35, 1.0>
          translate  0.5*z
        }
        texture {
          pigment {color rgb <1, 1, 1>}
          finish {ambient .8 diffuse .6}
        }
      }
      cylinder {
        <0,0,1>, <0,0,0>, 1
        scale <0.4, 0.4, 0.5>
        texture { Brass_Texture }
        translate  1.5*z
      }
      rotate -90*x
      scale 0.5
    }
   light_source {
       <5,5,20>
      color White
      looks_like { Lightbulb }
    }
   
     
    light_source {
      <5, 50,20>
      
     color White
    }
    sky_sphere {
      pigment {
        gradient y
        color_map {
          [ 0.5  color CornflowerBlue ]
          [ 1.0  color MidnightBlue ]
         
        }
        scale 1
        translate -1
      }
    }
  #declare F=function{pattern{
    ripples
    scale 0.2
    rotate y*30
    warp{repeat x*0.4 flip x}
    }
  }
  #declare P=function{pigment{leopard
     colour_map{[0.0  rgb 0.0]
                [0.3  rgb 0.0]
                [1.0  rgb 1.0]}
     scale 0.1
  }}
  #declare P1=function{pattern{leopard turbulence 0.3 scale 0.2}}
  #declare P2=function{pattern{leopard turbulence 0.3 scale 0.5}}
  #declare P3=function  {x*0 + y + z*0}
   isosurface {function { y - P1(x,y*x,z)*0.3 -P2(x,0,z)*1.0+
  y - P1(x,y,z)*0.3 - P2(x,0,z)*1.0+
  f_noise3d(x,y,z)*0.3}
  rotate <0,20,0>
  scale 2
   
   normal {  crackle 0.1 scale .102  }
   normal {  wrinkles 0.001 scale .02  }
    normal { bumps 0.01 scale .02 }// translate <0,0,0>
  texture {
     T_Stone23 scale <0.35, 0.35, 1.0>}   
          scale 3       
                       
  finish {ambient 0.15 diffuse 0.85 phong 0.2 reflection 0.1} // 
pre-defined in finish.inc
   normal {  crackle 0.1 scale .02  }
     normal {  wrinkles 0.001 scale .02  }
     normal { bumps 0.01 scale .02 }
    }
     fog { fog_type   2
        distance   2.8
     color White
        fog_offset 0.1
        fog_alt    0.2    
        turbulence 0.8
      }
 
 Post a reply to this message 
 
Attachments: 
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HFrik <fri### [at] zonnet nl> wrote:
> How can I avoid the black cracks in the isosurface?
In your example you didn't specify a max_gradient.
POV-Ray will therefore use the default max_gradient of 1.1
Check the messages at the end of your render. POV will suggest a better
max_gradient, probably around 3.7
So add 
  max_gradient 3.7
in the isosurface block, and the cracks should dissappear.
Since the max_gradient varies a bit throughout this scene, rendering
could be faster when using the adaptive evaluation of the max_gradient.
Instead of max_gradient 3.7, try this:
  evaluate 2.0, 1.1, 0.8
This should render faster and probably without cracks.
-- 
e-mail:sme### [at] skynet be
http://users.skynet.be/smellenbergh
 
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I found it.
Thanks,
H.Frik
 
 Post a reply to this message 
 
Attachments: 
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That's a nice pat answer.
However, I ran his code on the Windows 3.5 version, and the only warning
message was "no pigment type given'
Personally, I fail to see how that will help the OP.
Alan Walkington
"Thorsten Froehlich" <tho### [at] trf de> wrote in message
news:3e6a0ac0$1@news.povray.org...
> In article <3e6a06d1@news.povray.org> , "HFrik" <fri### [at] zonnet nl> wrote:
>
> > How can I avoid the black cracks in the isosurface?
>
> By simply reading the messages POV-Ray outputs!  They tell you want is
wrong
> and how to fix it.
>
>     Thorsten
>
> ____________________________________________________
> Thorsten Froehlich
> e-mail: mac### [at] povray org
>
> I am a member of the POV-Ray Team.
> Visit POV-Ray on the web: http://mac.povray.org
 
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From: Thorsten Froehlich 
Subject: Re: How to avoid cracks in Isosurface? 
Date: 22 Apr 2003 15:29:36 
Message: <3ea59820@news.povray.org> 
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In article <3e8cbf5e$1@news.povray.org> , "Alan Walkington" 
<alan[REMOVE]@walkington.net> wrote:
> That's a nice pat answer.
>
> However, I ran his code on the Windows 3.5 version, and the only warning
> message was "no pigment type given'
>
> Personally, I fail to see how that will help the OP.
Well, if you cannot read, that is your problem.  Everybody else who
responded had no problem seeing the message.
    Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povray org
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
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