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> Hello,
> I am pretty sure this is not a bug and I just have some incorrect expectations
> of the materials but I would like to have someone kindly explain this
> phenomenon.
>
> I started making an object and have a cube and wanted to position glass boxes
> around it's sides. But I get that static like distortion inside the glass you
> normally see when two planes overlap. I've included the very short code below.
> There is a line to rotate the object 1 degree about the y axis. If you take
> that one line out and run again, the distortion is gone.
>
> As a bonus, the distortion only appears in the glassSide object that is rotated
> 270 degrees.
>
> Am I doing/thinking about something wrong and this is the correct behavior?
>
> Thanks,
> BBB
>
>
> #include "colors.inc"
> #include "stones.inc"
> #include "glass.inc"
> #include "math.inc"
> #include "textures.inc"
>
> camera{ location<-2, 2, -3> look_at<0, 0, 0>}
>
> light_source {<0, 20, -20> color White }
>
> #declare glassSide = box {<-1.5, -.5, -1>
> <-1, .5, 1>
> }
>
> #declare glassBorder =
> union
> {
> object { glassSide }
> object { glassSide rotate<0, 270, 0> }
> }
>
> union
> {
> box {<-1, -1, -1>
> <1, 1, 1>
> pigment { color rgb<0, 0, 1> }
> }
> object
> {
> glassBorder
> pigment { color rgbf<1, 1, 1, 1> } interior {I_Glass} finish{
> phong 0.9 phong_size 40 reflection 0.1 }
> }
> scale 1.3
> rotate<0,1,0> /* comment out this line */
> }
>
>
You DO have coincident surfaces between the blue box and the transparent
ones.
Just add "scale 1.0001" to the blue box and the problem disapears.
Also, you should use a merge of the two transparent boxes.
Alain
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