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Hi Nikolay,<br>
<br>
I guess you mean that the viewing angle of the clip plane surface
effects the colors on that surface. That happens because light
reflections are used to improve the 3-dimensional appearance -- the
sense of depth. You can get rid of those light reflections using
menu Tools / Lighting and switching the lighting mode from the
default two-point lights to "ambient". Another way to do this is
with the Chimera command<br>
<br>
lighting mode ambient<br>
<br>
Another problem you will notice is that the coloring on the clip
surface may have jagged boundaries. To improve this use menu Tools
/ Depiction / Surface Capping and increase the cap "mesh subdivision
factor" from 1 to 10. The coloring is only applied to the vertices
of the mesh that defines the "cap" (ie flat surface) that covers
the hole made by clipping. This step makes a much denser array of
vertices and less jagged coloring.<br>
<br>
Tom<br>
<br>
<br>
<br>
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<p class="MsoNormal">Hi all,<o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">I was wondering if anyone could help me
create an accurate contour map based on surface charge. I’ve
tried rendering my molecule by charge, then using the surface
clipping, capping, and the color zone tools. However, the
coloring varies based on how I orient the plane. Does anyone
know a better and more accurate way to creating a contour map?<o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">Nikolay Rodionov<o:p></o:p></p>
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