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//=====POV CODE ===========
#version unofficial MegaPOV 0.6; // 0.7
camera{ location <1, 4, -20.0> direction 2*z right x*1.33
look_at <0.0, 1.5, 0.0>}
background{color rgb <.3,.5,.3>}
light_source{<100,100,-100> color rgb <.9,.9,1>*2}
//--------------------------------------------------
#declare F = function {x^2 + y + z^2 - 1}
isosurface {
function { F(x,y,z) }
accuracy 0.001
max_gradient 10
contained_by {box {<-1,0,-1><1,1,1>}}
texture{pigment{rgb <1,.2,.1>}}
scale 3
}
//===ENd CODE========
--
Martial
mailto:Mar### [at] chello fr
http://martial.rameaux.free.fr
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#declare F = function {"PH"}
isosurface {
function { F(x,y,z) }
threshold .5
accuracy 0.001
max_gradient 10
contained_by {sphere {0,1}}
texture{pigment{rgb <1,.2,.1>}}
scale 3
}
--
Martial
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Jason Scott wrote:
>
> Hey Martial thanx for that code but I had a different idea. I needed a cone
> that bends. I posted a image in p.b.i. that I made in Rhino 3D. I hope the
> image helps.
>
I use some distortion routine in my IsoWood include:
http://www.schunter.etc.tu-bs.de/~chris/iso_wood.html
look at the Wood_Plank_02N macro code for example. It should work with a
mathematical function as well as with the noise3d used there.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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