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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] yahoo com> 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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