POV-Ray : Newsgroups : povray.general : Shadow gap between mesh2 objects : Re: Shadow gap between mesh2 objects Server Time
30 Jul 2024 22:24:42 EDT (-0400)
  Re: Shadow gap between mesh2 objects  
From: FlyerX
Date: 8 Apr 2008 19:22:25
Message: <47fbfe31@news.povray.org>
Hollow being there is not related to this problem and I did not put it 
there to help this problem. I placed it there by default for all objects 
just in case the camera is inside a closed mesh room. If any atmospheric 
media is present hollow makes sure the media is visible inside a closed 
mesh. I coded PoseRay and that is the new default for all meshes. From 
the POV-Ray manual:

"If you add the "hollow" keyword to the object, POV-Ray will no longer 
handle it as solid, so fog and atmosphere will invade the inside of the 
object. This is the reason why POV-Ray issues a warning when you put the 
camera inside a non-hollow object (because, as it says, fog and other 
atmospheric effects may not work as you expected). "

If hollow is not used (and I tested this) media is not visible inside a 
closed mesh.

Also using hollow or not does not affect the shadow gap.

FlyerX


Warp wrote:
> FlyerX <fly### [at] yahoocom> wrote:
>> and are hollow.
> 
>   I apologize for this non-answer, but it just never ceases to amuse me
> how the magical 'hollow' keyword is always used as the panacea cure for
> all problems.
> 
>   I'm honestly curious: What do you think 'hollow' does, and regardless
> of your answer to that, why did you think it would be of any help with
> this problem?
> 
>   (If anything, assuming a misinterpretation of what 'hollow' does,
> one could assume that actually *using* it would cause the problem
> instead of not using it. What you want is a "solid shadow", in which
> case it would seem reasonable to want the object to be solid, not
> "hollow". So I just can't figure out the logic of how using 'hollow'
> could ever solve the shadow problem...
>   I'm always puzzled why people use the 'hollow' keyword as some kind
> of magic spell to try to fix all types of problems which seem (and are)
> completely unrelated to object solidness.)
>


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