oops, don't look at that.... stand by....

:)

Bob Hanson wrote:

>Well, it works. I am so delighted with this Marching Cubes algorithm!
>It turns out that the rendition of solvent-accessible surfaces using
>isosurfaces is almost trivial. I just don't want to think how much time
>first Miguel and then later I spent trying to do this other ways!
>
>see <http://www.stolaf.edu/people/hansonr/jmol/test/proto/isosurface.htm>
>
>One of the very nice consequences of doing solvent surfaces this way is that
>they can then be colored using exactly the same methods being used for any
>other isosurfaces. Examples:
>
> # First, just the surface.
> load ch3cl.mol;isosurface solvent;show isosurface
>
> # Now mapped using electrostatic potential from a CUBE file
> load ch3cl.mol;isosurface solvent color "ch3cl-esp.cub.gz";show isosurface
>
>(Note that the "show isosurface" command gives you the JVXL equivalent.
>
> # And the JVXL equivalent (19.5K)
> load ch3cl.mol;isosurface "ch3cl-solvent.jvxl"
>
> # The color mapping can be adjusted to your liking
> isosurface delete;isosurface solvent color absolute -0.01 0.01 
>"ch3cl-esp.cub.gz"
>
> # solvent probe radius is set using the "set radius" command
> load ch3cl.mol;set radius 3.0;isosurface solvent color "ch3cl-esp.cub.gz"
> # back to the default:
> load ch3cl.mol;set radius 1.2;isosurface solvent color "ch3cl-esp.cub.gz"
>
> # more examples
> load C6H6.smol;isosurface _benzene mesh nofill solvent
> load caffeine.xyz;isosurface _caffeine mesh nofill solvent
> load 1crn.pdb;select 1-3;isosurface _pdb mesh nofill solvent
>
>---------------
>
>I'm sure this will all see a bit of refinement as people express their 
>desires, but this is basically it.
>
>For those interested in the technical side of it, basically the key to 
>success was realizing that voxels can take values that express the 
>distance (positive or negative) to the nearest solvent-surface point, 
>and those points can be easily determined using simple geometry. Then, 
>with that "cube" data, the Marching Cube algorithm can interpolate 
>essentially perfectly to deliver the actual surface. The ones I am 
>seeing have a bit of bumpiness to them; this could be a bug. I'll play 
>some more with the algorithm to see if I overlooked something. (I can 
>think of one thing right now....) For now I'll call it a bit of 
>"texture". :)
>
>Bob
>
>
>
>
>
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>



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