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"Josh" <nomail@nomail> wrote:
> Beautiful! Thanks so much, that works great!
Now here's a neat trick to help you puzzle out some things as well.
Plug your function into a pigment statement, and you can plot a 2D slice in
order to see all the isolines in that plane.
It's also a LOT faster than repeatedly rendering the [developmental] isosurface
until you get the equations right, and you can see a BIG area in case your
isosurface pieces are somehow outside of the contained_by shape.
#declare Map = pigment {function {YourFunction (x,y,z)}}
#declare S2 = 10;
#declare Square2 = union {
triangle {<-1, 0, -1>*S2, <-1, 0, 1>*S2, <1, 0, -1>*S2}
triangle {<1, 0, -1>*S2, <-1, 0, 1>*S2, <1, 0, 1>*S2 }
texture {Map}
}
object {Square2 translate -y*4}
.... or just use a whole plane {}
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