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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