POV-Ray : Newsgroups : povray.unofficial.patches : Re: odd iso-surface problem Server Time
1 Sep 2024 10:16:51 EDT (-0400)
  Re: odd iso-surface problem (Message 1 to 4 of 4)  
From: David Wilkinson
Subject: Re: odd iso-surface problem
Date: 30 Apr 2001 09:53:53
Message: <4qqqet4pnc4v2rqjfr6h57a37q71brgm9d@4ax.com>
On Sun, 29 Apr 2001 23:12:44 -0400, "Quadhall" <tre### [at] ww-interlinknet> wrote:
>
>#declare scaler=(3^.5)/2;
>#declare checko=function{x+abs(y)*scaler}
>#declare final_function=function{checko}
>
In your code the abs function should include scaler.  With a bit of trial and error I
came up
with the following which works;

#declare scaler=(3^.5)/3;
#declare checko=function{x+abs(y*scaler)}

Rendering this results in a nasty where the two isos join on the x-axis.  This is an
old
problem (not related to isos) and can be worked around by a small rotation. i.e.

union {
object{looper}
object{looper rotate <0,0,120>}
object{looper rotate <0,0,-120>}
rotate z
}

I leave it to the mathematically unchallenged to explain it all :-)

David
----------------------
dav### [at] hamiltonitecom
http://hamiltonite.com/


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From: Quadhall
Subject: Re: odd iso-surface problem
Date: 1 May 2001 00:49:21
Message: <3aee4051@news.povray.org>
David Wilkinson wrote in message

>In your code the abs function should include scaler.  With a bit of trial
and error I came up
>with the following which works;
>
>#declare scaler=(3^.5)/3;
>#declare checko=function{x+abs(y*scaler)}
>

Yep, I realized after I had posted the message that I put the m in the
equation y=mx+b on the wrong side.....oops.  I also, for some inexplicable
reason did not remove the two from the #declare of scaler.

should have put

#declare scaler=(3^.5);
#declare checko=function{x*scaler+abs(y)}

but thanks for the info, especially the bit about the need for a z rotation

Quadhall


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From: David Wilkinson
Subject: Re: odd iso-surface problem
Date: 1 May 2001 14:22:27
Message: <nevtetkdm2i3rv9jpvi6hn8e3t1p0g0rdj@4ax.com>
On Tue, 1 May 2001 00:48:52 -0400, "Quadhall" <tre### [at] ww-interlinknet> wrote:

>
>but thanks for the info, especially the bit about the need for a z rotation
>
Actually, a small z rotation is only one solution. All that is necessary is to ensure
that the
camera doesn't line up with joint (on the yz plane.) Adding  0.01 to the camera y
location
also avoids the problem.
David
----------------------
dav### [at] hamiltonitecom
http://hamiltonite.com/


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From: Quadhall
Subject: Re: odd iso-surface problem
Date: 1 May 2001 20:21:24
Message: <3aef5304@news.povray.org>
Why, thanks again!

Quadhall


David Wilkinson wrote in message ...
>On Tue, 1 May 2001 00:48:52 -0400, "Quadhall" <tre### [at] ww-interlinknet>
wrote:
>
>>
>>but thanks for the info, especially the bit about the need for a z
rotation
>>
>Actually, a small z rotation is only one solution. All that is necessary is
to ensure that the
>camera doesn't line up with joint (on the yz plane.) Adding  0.01 to the
camera y location
>also avoids the problem.
>David
>----------------------
>dav### [at] hamiltonitecom
>http://hamiltonite.com/


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