The 4th Dimension


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Surface Explorer calculates geometry in R4 (X, Y, Z, P) and projects it into R3 for visualization.

 

4D Rotations

In addition to classic 3D rotations, three hyperspatial rotations involving the P axis are available:

The three of them act on parametric surfaces, which are generated in 4D and then projected, and on the implicit surfaces of the Cross Section sub-tab, where they tilt the plane that slices a 4D surface — see Implicit Surfaces (Ray Marching). Implicit surfaces written in the 3D sub-tab have no fourth coordinate, so the rotations do not apply to them.

4D rotations in Stereographic mode: stereographic projection sends the pole P = +1 to infinity, so a surface passing near that pole is drawn at a huge distance. The engine caps that distance to keep the geometry inside the far plane, which flattens the affected vertices onto a single sphere and shows up as a rippled or serrated rim.

If your surface comes close to the pole, prefer Psi for continuous rotation and avoid Omega and Phi: those two mix a spatial coordinate with P and can push part of the surface onto the pole, while Psi often leaves the maximum P untouched. Raising Steps makes the ripple finer but never removes it, because the affected region is an area of the domain rather than a few isolated vertices. Switching to Perspective or Orthogonal avoids the effect entirely, since neither projection has a pole at infinity.

 

Lighting Modes (3D vs 4D)

To seamlessly switch between classic 3D lighting and advanced 4D lighting, simply change the active motion dock:


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