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I changed your little scene a bit, just to make it more intuitive for me.
I don't know what happens, but it has to do imo with the relative, combined
positions of camera, media sphere, and spotlight. I don't think that the
spotlight code itself is the culprit. Try this with the scene below, only
switching the camera z-position between -70 (no aberration) and -80
(aberration in one of the spheres).
Thomas
camera {
perspective
location <20,25,-70>
look_at <0,0,0>
right x*image_width/image_height
angle 90
}
light_source {
0*x
color <1,1,0>
spotlight
translate <0, 36, -36>
point_at <0,0,0>
radius 7
tightness 10
falloff 9
media_interaction on
}
// floor
object{
box { <-65,-1, -40>, <65,0,40>
texture{
pigment{agate scale 15}
finish {
ambient .2
diffuse .8
}
}
}
}
// oblong box
box{<-4,0,-4>, <4,30,4>
texture{
pigment {color rgb 1}
finish{
ambient .1
diffuse .9
}
}
translate <0,0,0>
}
#declare media_sphere =
sphere{0,1 hollow no_shadow
texture{
pigment{color rgbt 1}
finish{ // not needed, but does not alter problem
ambient 0
diffuse 0
}
}
interior{
media{
emission .4
density{bozo}
}
}
}
object{media_sphere translate <-10,20,-50>}
object{media_sphere translate <10,20,-50>}
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