POV-Ray : Newsgroups : povray.general : Error rendering scattering media : Re: Error rendering scattering media Server Time
5 Aug 2024 14:19:47 EDT (-0400)
  Re: Error rendering scattering media  
From: Thorsten Froehlich
Date: 10 Sep 2002 09:21:05
Message: <3d7df1c1@news.povray.org>
In article <3D7DE417.8DE00E20@comcast.net> , Gwen & Emory Stagmer 
<emo### [at] comcastnet>  wrote:

> A ZIP file containing the POV,INI,necessary INC and GIF
> files to re-render the scene and several frames from
> the animation showing the problem are on my webserver:
> http://www.untiedmusic.com/media_error.zip
> (It's about a 500K file)

Well, producing scenes in a readable indentation usually helps you to find
your mistakes ;-)

So after adding at least some basic indentation you will find that your
problem, as indicated by the parser warning, is that you assigning the
interior only to some parts of the intersection object.  Pair this with a
few coincident-surface-like problems (which still exists to some extend in
the scene below) and you get funny artifacts.  So properly placing the
interior block and removing unnecessary "object" blocks from your scene, you
get the follow, which works just fine as expected:

#include "consts.inc"
#include "colors.inc"
#include "landscap.inc"
#include "stones1.inc"

#if(clock=0)
 #declare HERMITE_FRAME = 1;
#else
 #declare HERMITE_FRAME = clock-1;
#end

#declare vpt=<-210,10,6>;
#declare lookat=<160,0,100>;

#declare show_clouds = false;
#declare show_mist_boxes = false;
#declare hi_res_clouds = false;

global_settings{ max_trace_level 25 }


camera
{
 location vpt
 direction <0,0,1>
 sky <0,0,1>
 look_at lookat
}

intersection
{
 box {0 1}
 height_field
 {
  gif "edhead.gif"  smooth water_level 0.05
 }
 no_shadow
 hollow
 texture{ pigment{ color Clear } }
 interior
 {
  media
  {
   //emission 0.5
   scattering {3, rgb 0.5}
   //absorption rgb<1,0,1>
   samples 1,10
   density
   {
    //boxed
    bozo
    color_map
    {
     [0.0 rgb 0.1]
     [0.4 rgb 0]
     [0.5 rgb 0.3]
     [0.6 rgb 0.1]
     [0.8 rgb 0.4]
     [1.0 rgb 0.1]
    }
    scale 1
    turbulence 1
    translate x*clock/20
   }
   method 3
  }
 }
 rotate <90,0,0>
 scale <150,250,50>
 translate <-75,125,0> /* centered over origin */
 rotate <-90,0,90+(5-clock/10)>
 translate <160,0,120>
 finish{ambient 0.6}
}

intersection
{
 box {0 1}
 height_field
 {
  gif "allenhead.gif"  smooth water_level 0.05
 }
 no_shadow
 hollow
 texture{ pigment{ color Clear } }
 interior
 {
  media
  {
   //emission 0.5
   scattering {3, rgb 0.5}
   //absorption rgb<1,0,1>
   samples 1,10
   density
   {
    //boxed
    bozo
    color_map
    {
     [0.0 rgb 0.1]
     [0.4 rgb 0]
     [0.5 rgb 0.3]
     [0.6 rgb 0.1]
     [0.8 rgb 0.4]
     [1.0 rgb 0.1]
    }
    scale 1/2
    turbulence 1
    translate x*clock/20
   }
   method 3
  }
 }
 rotate <90,0,0>
 scale <150,250,50>
 translate <-75,125,0> /* centered over origin */
 rotate <-90,0,90+(5-clock/10)>
 translate <160,150,120>
 finish{ambient 0.6}
}


intersection
{
 box {0 1}
 height_field
 {
  gif "emoryhead.gif"  smooth water_level 0.05
 }
 no_shadow
 hollow
 texture{ pigment{ color Clear } }
 interior
 {
  media
  {
   //emission 0.5
   scattering {3, rgb 0.5}
   //absorption rgb<1,0,1>
   samples 4,10
   density
   {
    //boxed
    bozo
    color_map
    {
     [0.0 rgb 0.1]
     [0.4 rgb 0]
     [0.5 rgb 0.3]
     [0.6 rgb 0.1]
     [0.8 rgb 0.4]
     [1.0 rgb 0.1]
    }
    scale 1/2
    turbulence 1
    translate x*clock/20
   }
   method 3
  }
 }
 rotate <90,0,0>
 scale <150,250,50>
 translate <-75,125,0> /* centered over origin */
 rotate <-90,0,90+(5-clock/10)>
 translate <160,-150,120>
 finish{ambient 0.6}
}

light_source
{
 <-800,0,800>
 rgb 1
}

#if(show_clouds)
box
{
 -1 1
 hollow
 texture
 {
  pigment { color Clear }
 }
 interior
 {
  media
  {
   scattering { 1, rgb<.1,.1,.1> }
   #if (hi_res_clouds)
   intervals 50
   samples 1,4
   #else
   intervals 15
   samples 1,2
   #end
   density
   {
    //boxed
    marble
    color_map
    {
     [0.0 Black]
     [0.4  White/4]
     [0.5  Black]
     [0.7  White/3]
     [0.8  Black]
     [1.0  White/2]
    }
   }
   scale 1
   turbulence .5+(sin(clock/80)/5)
   octaves 10
   omega .2
  }
 }
 scale <1000,1000,8>
 translate z*12
 finish{ ambient 1 }
}
#end


#if (show_mist_boxes)
box
{
 <-100000,-100000,10>, <100000,100000,14>
 
 texture{ Mist scale (190+(clock/10/50)) }
 rotate <0,3,0>
 finish{ambient 0.4}
}

box
{
 <-100000,-100000,100>, <100000,100000,200>
 
 texture{ Mist scale (190+(clock/10/50)) }
 rotate <0,10,0>
 finish{ambient 0.4}
}
#end

height_field
{
 gif "mandcros.gif"
 rotate <90,0,0>
 texture{ pigment{Landscape} scale 1.1 }
 scale <400,400,5>
 translate <-200,200,0>
 rotate <0,0,0>
 finish{ambient 0.5}
}

light_source
{
 <-5000,-2000,5000>
 color rgb < 0.8, 0.7, 1.0>
 rotate <0,0,-clock/10>
}



____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


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