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I tried to use an isosurface with a moderately complex formula but got very
weird results, so I started with a working example with the object of adding the
complexity bit by bit.
I started with the code below and found I was getting black features on the
surface. There are five versions of the function line, the first renders ok but
the rest give increasingly worse results.
#version 3.7;
global_settings { assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
#include "colors.inc"
#include "functions.inc"
//-------------------------------------------
#declare CamLoc = < 0, 0,-10>;
camera {
location CamLoc
right x*image_width/image_height
look_at < 0, 0, 0>
angle 42
}
light_source {CamLoc color White*0.35}
light_source {<-50, 150,-75> color White}
background { color rgb<1,1,1>*0.35 }
/*
box {<-4,-3, 1>, < 4, 3, 2>
texture {
pigment {checker color rgb < 0.05, 0, 0.35>, color White}
finish {ambient 0 diffuse 1}
}
}
*/
//-------------------------------------------
#local Yo = 0.08;
#local Zo = .635;
#local Xa = 0.75;
#local Yb = 1.6;
#local Rr = 2.560;
#local Ko = 0.23;
#declare IsoFinish =
finish {
ambient 0 diffuse 1
specular 1 roughness 0.02
brilliance 2
}
#declare Shape =
isosurface {
// function {sqrt(x*x + y*y + z*z) - 1}
// function {sqrt(pow((x/Xa),2) + pow((y),2) + z*z) - 1}
// function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + z*z) - 1}
// function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + pow((z/Zo),2)) - 1}
function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + (z/Zo)*(z/Zo)) - 1}
threshold 0
contained_by {box {<-1,-1,-1>, < 1, 1, 1>}}
texture {
pigment {color rgb<0.8,0,0>}
finish {IsoFinish}
}
}
object {Shape rotate <0, 0, 45> translate <-2, 2, 0>}
object {Shape rotate <0, 45, 0> translate <-2, 0, 0>}
object {Shape rotate <0, 45, 45> translate <-2, -2, 0>}
object {Shape rotate <-45, 0, 0> translate <0, 2, 0>}
object {Shape rotate <0, 0, 0> translate <0, 0, 0>}
object {Shape rotate <45, 0, 0> translate <0, -2, 0>}
object {Shape rotate <45, 45, 45> translate <2, 2, 0>}
object {Shape rotate <0, -45, 0> translate <2, 0, 0>}
object {Shape rotate <45, 45, 0> translate <2, -2, 0>}
Post a reply to this message
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On 27/01/14 19:19, John Greenwood wrote:
> I tried to use an isosurface with a moderately complex formula but got very
> weird results, so I started with a working example with the object of adding the
> complexity bit by bit.
>
> I started with the code below and found I was getting black features on the
> surface. There are five versions of the function line, the first renders ok but
> the rest give increasingly worse results.
>
> #version 3.7;
> global_settings { assumed_gamma 1.0 }
> #default{ finish{ ambient 0.1 diffuse 0.9 }}
>
> #include "colors.inc"
> #include "functions.inc"
>
> //-------------------------------------------
>
> #declare CamLoc = < 0, 0,-10>;
>
> camera {
> location CamLoc
> right x*image_width/image_height
> look_at < 0, 0, 0>
> angle 42
> }
>
> light_source {CamLoc color White*0.35}
> light_source {<-50, 150,-75> color White}
>
> background { color rgb<1,1,1>*0.35 }
>
>
> /*
> box {<-4,-3, 1>, < 4, 3, 2>
> texture {
> pigment {checker color rgb < 0.05, 0, 0.35>, color White}
> finish {ambient 0 diffuse 1}
> }
> }
> */
> //-------------------------------------------
> #local Yo = 0.08;
> #local Zo = .635;
> #local Xa = 0.75;
> #local Yb = 1.6;
> #local Rr = 2.560;
> #local Ko = 0.23;
>
>
> #declare IsoFinish =
> finish {
> ambient 0 diffuse 1
> specular 1 roughness 0.02
> brilliance 2
> }
>
> #declare Shape =
> isosurface {
> // function {sqrt(x*x + y*y + z*z) - 1}
> // function {sqrt(pow((x/Xa),2) + pow((y),2) + z*z) - 1}
> // function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + z*z) - 1}
> // function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + pow((z/Zo),2)) - 1}
> function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + (z/Zo)*(z/Zo)) - 1}
> threshold 0
> contained_by {box {<-1,-1,-1>, < 1, 1, 1>}}
> texture {
> pigment {color rgb<0.8,0,0>}
> finish {IsoFinish}
> }
> }
> object {Shape rotate <0, 0, 45> translate <-2, 2, 0>}
> object {Shape rotate <0, 45, 0> translate <-2, 0, 0>}
> object {Shape rotate <0, 45, 45> translate <-2, -2, 0>}
>
> object {Shape rotate <-45, 0, 0> translate <0, 2, 0>}
> object {Shape rotate <0, 0, 0> translate <0, 0, 0>}
> object {Shape rotate <45, 0, 0> translate <0, -2, 0>}
>
> object {Shape rotate <45, 45, 45> translate <2, 2, 0>}
> object {Shape rotate <0, -45, 0> translate <2, 0, 0>}
> object {Shape rotate <45, 45, 0> translate <2, -2, 0>}
>
>
>
>
You've forgotten to specify max_gradient for your isosurface. Try a
value of around 1.6
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
Post a reply to this message
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> I tried to use an isosurface with a moderately complex formula but got very
> weird results, so I started with a working example with the object of adding the
> complexity bit by bit.
>
> I started with the code below and found I was getting black features on the
> surface. There are five versions of the function line, the first renders ok but
> the rest give increasingly worse results.
>
> #version 3.7;
> global_settings { assumed_gamma 1.0 }
> #default{ finish{ ambient 0.1 diffuse 0.9 }}
>
> #include "colors.inc"
> #include "functions.inc"
>
> //-------------------------------------------
>
> #declare CamLoc = < 0, 0,-10>;
>
> camera {
> location CamLoc
> right x*image_width/image_height
> look_at < 0, 0, 0>
> angle 42
> }
>
> light_source {CamLoc color White*0.35}
> light_source {<-50, 150,-75> color White}
>
> background { color rgb<1,1,1>*0.35 }
>
>
> /*
> box {<-4,-3, 1>, < 4, 3, 2>
> texture {
> pigment {checker color rgb < 0.05, 0, 0.35>, color White}
> finish {ambient 0 diffuse 1}
> }
> }
> */
> //-------------------------------------------
> #local Yo = 0.08;
> #local Zo = .635;
> #local Xa = 0.75;
> #local Yb = 1.6;
> #local Rr = 2.560;
> #local Ko = 0.23;
>
>
> #declare IsoFinish =
> finish {
> ambient 0 diffuse 1
> specular 1 roughness 0.02
> brilliance 2
> }
>
> #declare Shape =
> isosurface {
> // function {sqrt(x*x + y*y + z*z) - 1}
> // function {sqrt(pow((x/Xa),2) + pow((y),2) + z*z) - 1}
> // function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + z*z) - 1}
> // function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + pow((z/Zo),2)) - 1}
> function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + (z/Zo)*(z/Zo)) - 1}
> threshold 0
> contained_by {box {<-1,-1,-1>, < 1, 1, 1>}}
> texture {
> pigment {color rgb<0.8,0,0>}
> finish {IsoFinish}
> }
> }
> object {Shape rotate <0, 0, 45> translate <-2, 2, 0>}
> object {Shape rotate <0, 45, 0> translate <-2, 0, 0>}
> object {Shape rotate <0, 45, 45> translate <-2, -2, 0>}
>
> object {Shape rotate <-45, 0, 0> translate <0, 2, 0>}
> object {Shape rotate <0, 0, 0> translate <0, 0, 0>}
> object {Shape rotate <45, 0, 0> translate <0, -2, 0>}
>
> object {Shape rotate <45, 45, 45> translate <2, 2, 0>}
> object {Shape rotate <0, -45, 0> translate <2, 0, 0>}
> object {Shape rotate <45, 45, 0> translate <2, -2, 0>}
>
>
>
>
Check your max_gradient.
For the basic shape, the default of 1.2 seems to be enough.
For the others, it's obviously to low. Take a look at the post render
messages. If the max_gradient is to low, there will be a message
informing you about the fact. It looks like:
Max_gradient found was 50.24888, but max_gradient was set to 1.2. Your
isosurface may contain holes. Adjust max_gradient ....
In the isosurface definition, add:
max_gradient <Value>
where value is a little smaller than the reported max_gradient.
Alain
Post a reply to this message
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Alain <kua### [at] videotronca> wrote:
> > I tried to use an isosurface with a moderately complex formula but got very
> > weird results, so I started with a working example with the object of adding the
> > complexity bit by bit.
> >
> > I started with the code below and found I was getting black features on the
> > surface. There are five versions of the function line, the first renders ok but
> > the rest give increasingly worse results.
> >
> > #version 3.7;
> > global_settings { assumed_gamma 1.0 }
> > #default{ finish{ ambient 0.1 diffuse 0.9 }}
> >
> > #include "colors.inc"
> > #include "functions.inc"
> >
> > //-------------------------------------------
> >
> > #declare CamLoc = < 0, 0,-10>;
> >
> > camera {
> > location CamLoc
> > right x*image_width/image_height
> > look_at < 0, 0, 0>
> > angle 42
> > }
> >
> > light_source {CamLoc color White*0.35}
> > light_source {<-50, 150,-75> color White}
> >
> > background { color rgb<1,1,1>*0.35 }
> >
> >
> > /*
> > box {<-4,-3, 1>, < 4, 3, 2>
> > texture {
> > pigment {checker color rgb < 0.05, 0, 0.35>, color White}
> > finish {ambient 0 diffuse 1}
> > }
> > }
> > */
> > //-------------------------------------------
> > #local Yo = 0.08;
> > #local Zo = .635;
> > #local Xa = 0.75;
> > #local Yb = 1.6;
> > #local Rr = 2.560;
> > #local Ko = 0.23;
> >
> >
> > #declare IsoFinish =
> > finish {
> > ambient 0 diffuse 1
> > specular 1 roughness 0.02
> > brilliance 2
> > }
> >
> > #declare Shape =
> > isosurface {
> > // function {sqrt(x*x + y*y + z*z) - 1}
> > // function {sqrt(pow((x/Xa),2) + pow((y),2) + z*z) - 1}
> > // function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + z*z) - 1}
> > // function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + pow((z/Zo),2)) - 1}
> > function {sqrt(pow((x/Xa),2) + pow((y/Yb),2) + (z/Zo)*(z/Zo)) - 1}
> > threshold 0
> > contained_by {box {<-1,-1,-1>, < 1, 1, 1>}}
> > texture {
> > pigment {color rgb<0.8,0,0>}
> > finish {IsoFinish}
> > }
> > }
> > object {Shape rotate <0, 0, 45> translate <-2, 2, 0>}
> > object {Shape rotate <0, 45, 0> translate <-2, 0, 0>}
> > object {Shape rotate <0, 45, 45> translate <-2, -2, 0>}
> >
> > object {Shape rotate <-45, 0, 0> translate <0, 2, 0>}
> > object {Shape rotate <0, 0, 0> translate <0, 0, 0>}
> > object {Shape rotate <45, 0, 0> translate <0, -2, 0>}
> >
> > object {Shape rotate <45, 45, 45> translate <2, 2, 0>}
> > object {Shape rotate <0, -45, 0> translate <2, 0, 0>}
> > object {Shape rotate <45, 45, 0> translate <2, -2, 0>}
> >
> >
> >
> >
>
> Check your max_gradient.
> For the basic shape, the default of 1.2 seems to be enough.
> For the others, it's obviously to low. Take a look at the post render
> messages. If the max_gradient is to low, there will be a message
> informing you about the fact. It looks like:
> Max_gradient found was 50.24888, but max_gradient was set to 1.2. Your
> isosurface may contain holes. Adjust max_gradient ....
>
> In the isosurface definition, add:
> max_gradient <Value>
> where value is a little smaller than the reported max_gradient.
>
>
>
> Alain
That has fixed it.
Thanks
John
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