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Skip Talbot nous apporta ses lumieres ainsi en ce 2004/05/11 16:59... :
>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
>
>
>
>
>
Diagnostic: You see the "surface" of your cylinder.
Cure: Bind the two shapes in a merge.
merge{
sphere{...}
cylinder{...}
}
That way, you remove the surface of the cylinder where it's inside the
sphere.
You may now want to use only one texture and density statement for the
complete object.
Alain
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