I tried it out and although I don't fully know the reasoning behind it I found
putting extinction .0025 into the 'scattering' statement fixes it. The logic
seems right if there were 'media_attenuation on' in the light but I tried adding
that in as well with it both on and off, neither way makes a difference.
Check it out using 0.0033 for the extinction and it's interesting. My guess is
the missing link to 'density', it acts as though there is a 'density {rgb 1}'
present I believe and if approximately density {rgb .00025} (or lower) is used
then it corrects it (no need for extinction then either).
Bob
"Tom Melly" <tom### [at] tomandluforce9couk> wrote in message
news:38cfc981$1@news.povray.org...
| Sorry for lack of clarity - have reposted with full code to text.scene-files
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