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The setup: A cylinder intersects a sphere, both filled with scattering
media. However, when I use an empty density for the cylinder (removing all
media) it still casts some sort of ghost in the sphere. This effect is
present no matter what density is used, and is problematic when you don't
want the cylinder's seem present. Is there anyway to remedy this problem?
Skip Talbot
//begin code
#version 3.5;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 15
}
camera {
location <0.0, 0.5, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 1.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0>
color rgb <1, 1, 1>
translate <-30, 30, -30>
}
plane {
y, -1
texture
{
pigment {
checker
color rgb 1
color blue 1
scale 0.5
}
}
}
sphere {
0.0, 0.5
pigment { rgbt 1 }
interior { media { scattering {2,4} } }
hollow
translate 0.5*y
}
cylinder {
0*y, 3*y, 0.25
pigment { rgbt 1 }
interior { media { scattering {2,4}
density { } } }
hollow
}
//end code
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