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Alas, you see what I mean.
I know, I first used transmit and filter anyhow due to ignorance, I
didn't even there were color changes in the density_map until I saw it
happen.
Maybe your right (please be right!) about the lack of knowledge being
the reason.
But hey, you'd think by now I had tried all the extremes possible by
now. Can't do a linear test (float/vector transitions, evenly enough)
because of the time involved. Maybe someone will at least do that and
let the rest of us know the results. Maybe not....
Andrew Cocker wrote:
>
> Greetings all,
>
> Whenever I get the feeling that I'm getting to grips with 'media', it
> damn well ANNOYS me again. Sorry about that, try to stay calm.
> Okay, just two points really.
>
> Firstly, in the POV docs it states that for the three media types,
> only the red, green and blue values are used - transmit and filter are
> ignored. Why is it then, that when using an unconstrained media ( as
> atmosphere ), a specified 'background' color is only visible when rgb
> 0.3 is changed to rgbf 0.3, and then only when extinction is set at 0?
>
> Secondly, I kind of got the impression from reading some of the recent
> posts that the problem regarding media 'artefacts' ( especially as
> seen in shadows ) is not a problem with media itself, but rather with
> our inability to use it correctly. If this is the case, surely someone
> must be able to explain how to use it. I'm tired of getting
> beautifully smooth volumetric lighting UNTIL it encounters an object,
> and then BRING ON THOSE ARTEFACTS. There doesn't seem to be anything I
> can do about it.
>
> Anyway...I'm still smiling nonetheless.
>
> Andy Cocker
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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