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I have done both already. Here is the code in case someone can spot a
problem:
#include "colors.inc"
background {color rgb <0.5, 0.5, 0.5>}
camera {
location <5, 0, -4>
look_at 0
focal_point 0
}
light_source {<4, 4, -4> color White}
#include "functions.inc"
isosurface {
function { f_sphere(x, y, z, 1.6)-fn_Pigm(x/2, y/2, z/2).gray*0.5
}
max_gradient 5.413
contained_by {
sphere {
0, 3
}
}
normal {bumps 1 scale 0.2}
texture { pigment {color rgbt <0.5, 0.1, 0, 0.75>}
}
global_settings {
max_trace_level 10
}
By the way, I did include and define fn_Pigm within the functions include if
anyone spotted that.
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Wasn't it ashwmk who wrote:
>I have done both already. Here is the code in case someone can spot a
>problem:
It's nothing to do with the Isosurface code. That pigment with that
lighting just happens to be very dark. Here's a sphere with the same
colour and it's black too.
#include "colors.inc"
background {color rgb <0.5, 0.5, 0.5>}
camera {
location <5, 0, -4>
look_at 0
focal_point 0
}
light_source {<4, 4, -4> color White}
sphere {0,3
normal {bumps 1 scale 0.2}
texture { pigment {color rgbt <0.5, 0.1, 0, 0.75>}}
}
global_settings {
max_trace_level 10
}
--
Mike Williams
Gentleman of Leisure
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