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> Christian Froeschlin<chr### [at] chrfr de> wrote:
>> Anthony D. Baye wrote:
>>
>>> Is this a bug, or am I missing something?
>>
>> It would be helpful if you could post a small sample scene.
>
> basically:
>
> #include "metals.inc"
>
> light_source { 0.0 rgb 1 }
>
> media {
> intervals 40
> scattering { 3, White*0.00001 }
> samples 30, 50
> }
>
> difference {
> sphere { 0.0, 12.0 }
> sphere { 0.0, 11.625 texture { T_Chrome_5E } }
> texture { T_Chrome_3B }
> }
>
> that's the gist of it. The universal media whites out, even though the light is
> inside the sphere.
>
> A.D.B.
>
>
You need to change your media as follow:
media {
intervals 1 // Default value, this line can be removed.
scattering { 3, White*0.00001 }
samples 120 // Only the first value is ever used.
// any second samples value is always ignored.
}
This gives you the same number of samples but renders MUCH faster.
Alain
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