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Tanking an *Intersection* between
a *rgbf* *lathe* object
and an arbitrary object
results in only a few randomly distributed "reflective" pixels.
If you remove any of the highlighted (by *xxx*) conditions
above, the rendering is as expected.
replacing the intersection by "clipped_by" still leads to the
faulty? results.
***sth***
// Persistence Of Vision raytracer version 3.1 sample file.
// intersected rgbf lathe does not render properly (result is only a
sparse random pixel pattern)
// Win95 4.00.950B PII 300
// Povray 3.1e.msvc.win32 (PII optimized)
// File by Stefan Hahn
#include "colors.inc"
#declare eye = <-0.1,0.5,-0.1> ;
intersection {
lathe {
linear_spline 5
<0.00,0>
<0.025,0.01>
<0.1,0.04>
<0.2,0.0>
<0.00,0>
scale 0.1
texture{pigment{color rgbf<1,1,1,0.9> }}
}
cylinder {-y,y,0.05}
}
plane { y, 0
pigment { checker color White color Red scale 0.03 }
finish{ambient 0.2 diffuse 0.6}
}
camera {
angle 30
location eye
up <0, 0.5, 0> right <0.6666, 0, 0>
look_at <0,0,0>
}
light_source { <10, 10, -100> colour White }
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