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You made no mistake. This is what appears to be a previously undiscovered bug
in POV-Ray. I found the problem in POV's code: POV-Ray depends on a few global
texture and weight lists for multi-textured objects like blobs. Unfortunately,
when it computes textures during shadow testing, it forgets to push the values
onto a stack and subsequently mangles the list.
Therefore, your temporary fix is to add the "no_shadow" keyword to the "merge"
object that the blob is in. This will cause POV to skip the shadow test and
protect your blob's texture and weight lists.
merge {
sphere {
<-0.5, 0., 0.>
C_VDW_Radius
}
sphere {
<0.5, 0., 0.>
C_VDW_Radius
}
texture { _T_VDW }
hollow
no_shadow // this will fix your problem
}
I'll tell the POV team about the bug and also how to fix it.
-Nathan Kopp
Siegmar Kardinal wrote:
>
> hi,
>
> when I put a blob inside a hollow glass object the colours of the
> blob parts are no longer smoothly changed but switched somewhere
> in the middle. the following input lines and the jpeg image (so they
> are properly attached) show the effect by
> comparing a blob inside and outside the glas object.
>
> Do I make a mistake here?
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