Descriptions et exemples pour le POV-Ray raytracer par Friedrich A. Lohmueller             Objets Géométriques en POV-Ray English Italiano  Deutsch

Page d'accueil
- Tutoriel POV-Ray

Objets Géométriques
;  Index :
Formes de Base
Objets par macro + CSG
Objets 3D text
Autre Objets
Objets Non-CSG
height_field + HF macros

Isosurface
- avec Surfaces de Base
- avec Functions Sinus
- par Functions Built-in
->par Functions Helix
- par Functions de Motif

isosurface{ ... } - par built-in helix, spiral et function mesh1. Exemples :
Built-in shape
 ```isosurface{ //------------------------------------ function{ f_helix1( x,y,z, 1, // number of helixes, (1 = single helix, 2 = double helix etc.) 3.5*2*pi,// For number N of turns per heigth of y = 1 unit, use N* 2*pi 0.07, // minor radius, 0.80, // major radius, 1, // shape parameter, 0.3, // cross section type, // (0.0 to 1.0 = square ... rounded to circle // over 2.0 to 3.0 = rounded to diamond and concave diamond 0 ) // cross section rotation angle } contained_by {box { -1 , 1 }} threshold 0 max_gradient 3.168 accuracy 0.0001 texture{ pigment{ color rgb<1,0.9,0.5>} finish { diffuse 0.75 specular 0.1 roughness 0.1 phong 0.2 } } // end of texture scale <1,1,1>*0.9 rotate <0,0,0> translate <0,0,0> } // end of isosurface ----------------```
 ```isosurface{ //------------------------------------- function{ f_helix1( x,y,z, 8, // number of helixes, (1 = single helix, 2 = double helix etc.) 0.6 *2*pi,// For number N of turns per heigth of y = 1 unit, use N* 2*pi 0.07, // minor radius, 0.80, // major radius, 0.75, // shape parameter, 2.0, // cross section type, // (0.0 to 1.0 = square ... rounded to circle // over 2.0 to 3.0 = rounded to diamond and concave diamond 0 ) // cross section rotation angle } contained_by {box { -1, 1 }} threshold 0 max_gradient 18 texture{ Chrome_Metal finish {phong 0.2 } } // end of texture scale <1,1,1>*1 rotate <0,0,0> translate <0,0,0> } // end of isosurface ----------------```
 ```isosurface{ //--------------------------------- function { f_helix2( x,y,z, 0, // not used, 1.9*2*pi, // For number N of turns per heigth of y = 1 unit, use N * 2*pii 0.38, // minor radius, 0.50, // major radius, 0, // not used, 0.5, // cross section type, // (0.0 to 1.0 = square ... rounded to circle // over 2.0 to 3.0 = rounded to diamond and concave diamond 0 ) // cross section rotation angle } contained_by {box { -1 , 1 }} threshold 0 max_gradient 10 texture { pigment{ color rgb<1,1,1>*1.1} finish { specular 0.4 phong 0.7} } // end of texture scale <1,1,1>*1 rotate <0,0,0> translate <0,0,0> } // end of isosurface ----------------```

 ```isosurface{ //------------------------- function { f_spiral( x,y,z, 0.2, // distance between windings, 0.05, // thickness, 0.9, // outer diameter of the spiral, 0, // not used, 0, // not used, 0.45 ) // cross section type } threshold 0 max_gradient 5 contained_by{sphere{<0,0,0>,1}} texture{ pigment{ color rgb<1,0.75,0>} finish { specular 0.2 phong 0.7 } } // end of texture scale <1,1,1>*1.25 rotate <0,0,0> translate <0,0,0> } // end of isosurface ----------------```

 ```isosurface{ //------------------------- function{ f_mesh1( x,y,z, 0.45, // distance between neighboring threads in the x direction, 0.30, // distance between neighboring threads in the z direction, 0.15, // relative thickness in the x and z directions, 0.05, // amplitude of the weaving effect, 0.25) // relative thickness in the y direction } contained_by{box{-1.5,1.5}} threshold 0.01 max_gradient 8 texture{ pigment{ color rgb<0.65,0.55,0.45>} normal { bumps 0.25 scale 0.015} finish { phong 0.2 } } // end of texture scale <1,1,1>*1 rotate <0,0,0> translate <0,0,0> } // end of isosurface ----------------```

 © Friedrich A. Lohmüller, 2014 www.f-lohmueller.de