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Great, it works fine. Thanks a lot!
I would never have found that solution myself.
siegmar
Nathan Kopp wrote:
>
> 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
>
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