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> Hi,
>
> In developing my first POV-Ray scene I encountered a subtle artifact and I am
> not sure how to get rid of it. I have a 100% transmissive cylinder containing
> identically-transformed emissive media with a cylindrical distribution. When in
> front of a dark reflective texture, the edges of the cylinder appear dark (a
> little bit like a shadow, but obviously not a shadow). When in front of a
> brighter or flatter texture, the edges of the cylinder do not appear darker than
> the surroundings--the desired effect. This artifact seems a bit stronger when
> the cylinder is partially embedded in the dark-textured object. This image shows
> what I mean:
>
> http://www.freeimagehosting.net/image.php?923dd7c03e.png
>
> Could anyone suggest what causes this, and how I might get rid of it?
>
Change your reflective box with:
box { <-1,-1,-1>, <1,1,1>
texture {pigment{Blue}finish{reflection 1 ambient 0 diffuse 0}}
}
Presto, you can no longer see where the front cylinder get in front of
the box.
The reason: your ground plane is pure blue -> NO red and no green.
The gold box contribure a good amount of red and green.
The red media add some red.
Result: on front of the blue parts the only red comes from the media,
while in front of the box, you have more red giving a brighter, less
saturated, shade.
I'd change your container as follow:
#declare med1cont = cylinder {
<0,1,0>, <0,-1,0>, 1
pigment {rgbt 1}
interior{media {
emission 7
intervals 1
samples 10
method 3
density {
cylindrical color_map {
[0 rgb <0,0,0>]
[1 rgb <1,0,0>]
}
}
}
}
Then:
union{
object { med1cont
scale <.1,1.1,.1>
translate <1,0,-1>
}
object { med1cont
scale <.1,1.1,.1>
translate <0,0,-2>
}
}
Put the media in the container defined around the Y axis.
Then, as you translate the object, it's media will get translated with it.
You don't need media_interaction off and shadowless in your light
source, as only the box can cast a shadow.
Also, the emissive media container already don't cast any shadow, so
no_shadow is not usefull.
Alain
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