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SharkD nous apporta ses lumieres en ce 2007/06/16 17:44:
> "SharkD" <nomail@nomail> wrote:
>> I've tried specifying iors that are less than one but get very different
>> results. The cones are now striped. It doesn't look very good at all.
>
> Nevermind. I had set the ior to -1.01 instead of 0.99.
>
> I've tried nesting cones with increasing ior as follows. However there are a
> lot of shadow-like artifacts introduced which I don't know how to get rid
> of.
>
> #declare Increment1 = 0.1;
> #declare Increment2 = 0.01;
> #declare Exhaust_Plume = union
> {
> #declare Count1 = 0;
> #while (Count1 < 1)
> #declare InvCount1 = 1 - Count1;
> #declare Count2 = 0;
> #while (Count2 < 1)
> intersection
> {
> cone
> {
> <0,Count2 * -128,0,>, 6 + Count2 * Count1 * 26, <0,(Count2 +
> Increment2) * -128,0,>, 6 + (Count2 + Increment2) * Count1 * 26
> open
> }
>
> material
> {
> texture
> {
> pigment {color rgbt 1}
> }
> interior
> {
> ior ((1 - InvCount1 * 0.1) + Count2 * InvCount1 * 0.1)
> }
> }
> }
> #declare Count2 = Count2 + Increment2;
> #end
> #declare Count1 = Count1 + Increment1;
> #end
> }
>
>
Take a look at how many cones you have. The first loop is executed 10 times, the
secont 100 times = 1000 cones. This result in rays having to cross 2000
surfaces! You then need a max_trace_level of AT LEAST 2001 while the maximum
value possible is 255...
Every times you exeed max_trace_level, you get BLACK returned.
--
Alain
-------------------------------------------------
A short cut is the longest distance between two points.
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