3D with POV-Ray, isosurfaces example
POV-RAY, has been used to build an isosurface, first intend was to represent a "tainted teardrop over the floor" (a lot of work still to do).
file1.pov
#version 3.7; global_settings { assumed_gamma 2.2 max_trace_level 7 } #include "colors.inc" #include "textures.inc" #include "shapes.inc" #include "functions.inc" camera { location <40, 40, -100> right x*image_width/image_height angle 25 look_at <10, 20, 15> } light_source { <40, 40, -40> colour White } light_source { <10, 15,5> colour White } light_source { <10, 10,3> colour White } background { color SkyBlue } plane { y, -2 pigment { colour rgb<0.5,0.5,0.5> scale 8 } finish { ambient 0.2 diffuse 0.8 } } //f= 1 - 4*pow(x,2) - 4*pow(y,2) - 2*z + 2*pow(z,3) - pow(z,4) = 0, //olff=((x*1.618)+x)/(exp(1.618*x))-((y*1.618)+y)/exp(1.618*y) //working f=1 - 4*pow(x,2) - 4*pow(y,2) - 2*z //mine: f = 1 - 4 * 2 * exp(x) - 4*2*exp(y) - 2*z isosurface { function { 1 - 4 * 2 * exp(x) - 4*2*exp(y) - 2*z } threshold 0 max_gradient 1.4 contained_by { sphere {<0,0,0>, 4}} open texture { pigment {color rgb<0,0.4,2>} finish { ambient 0.2 diffuse 0.5 } } scale 3 rotate <10, 90, 40> translate <10, 15, 15> }
file2.pov
#version 3.7; global_settings { assumed_gamma 2.2 max_trace_level 7 } #include "colors.inc" #include "textures.inc" #include "shapes.inc" #include "functions.inc" camera { location <10, 40, -100> // right x*image_width/image_height angle 70 look_at <10, 50, 20> } light_source { <40, 40, -40> colour White } light_source { <10, 15,5> colour White } light_source { <10, 10,3> colour White } plane { z, 50 pigment { colour rgb<0.5,0.5,0.5> scale 2 } finish { ambient 0.2 diffuse 0.8 } } plane { y, -3 pigment { colour rgb<0.5,0.5,0.5> scale 8 } finish { ambient 0.2 diffuse 0.8 } } //f= 1 - 4*pow(x,2) - 4*pow(y,2) - 2*z + 2*pow(z,3) - pow(z,4) = 0, //olff=((x*1.618)+x)/(exp(1.618*x))-((y*1.618)+y)/exp(1.618*y) //working f=1 - 4*pow(x,2) - 4*pow(y,2) - 2*z //mine: f = 1 - 4 * 2 * exp(x) - 4*2*exp(y) - 2*z isosurface { function { 1 - 4 * 2 * exp(x) - 4*2*exp(y) - 2*z } threshold 0 max_gradient 1.4 contained_by { sphere {<0,0,0>, 4}} open texture { pigment {color rgb<0,0.4,2>} finish { ambient 0.2 diffuse 0.5 } } scale 3 rotate <10, 90, 40> translate <10, 15, 15> }
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