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In article <38822DBD.812A2DD7@erols.com> , John VanSickle
<van### [at] erolscom> wrote:
> Passing through a non-hollow object appears to turn off all media
> rendering for a ray. The docs imply that only the object containing the
> media needs to be hollow; actually, *any* object through which the
> media will be seen needs to be hollow.
How do you come to that conclusion? The sample scene below shows the
contrary.
Thorsten
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
camera {
location <0, 20, -100>
direction <0, 0, 1>
up <0, 1, 0>
right <4/3, 0, 0>
}
plane { y, -10
pigment {
checker Blue, Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
plane { z, 50
pigment {
checker Blue, Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
#declare Media = media {
emission 0.05
intervals 5
samples 1, 10
confidence 0.9999
variance 1/1000
density {
spherical
ramp_wave
turbulence 0.1
color_map {
[0.0 color rgb <0, 0, 0>]
[0.1 color rgb <1, 0, 0>]
[1.0 color rgb <1, 1, 0>]
}
}
}
sphere { 0, 1
pigment { color rgbf<1, 1, 1, 1> }
finish { ambient 0 diffuse 0 }
interior { media { Media } }
scale 28
translate <29, 20, 0>
hollow
}
sphere { 0, 1
pigment { color rgbf<1, 1, 1, 0.7> }
scale 12
translate <23, 20, -50>
hollow no // either with or without
}
light_source {
<500, 600, -200>
color White
}
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