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>
> Thank you for the reply!
> Here is my code, I have modified it but the result still looks weird.
>
I added this as I use version 3.7:
#version 3.7;
MUST be the first statement.
> #include "colors.inc"
> #include "shapes.inc"
> #include "textures.inc"
> #include "glass.inc"
>
>
> global_settings {
> assumed_gamma 2.2
You should use assumed_gamma 1 to get acurate results.
Set file_gamma to 2.2 OR srgb (if using version 3.7) in povray.ini
> max_trace_level 5
You realy need a larger value.
I used this:
max_trace_level 30
adc_bailout 0.01
and got trace level of 27/30.
Some of the lines you see are caused by reatching max_trace_level to soon.
>
> photons {
> count 20000
> }
OK
> }
>
> #declare LIGHT_FADING_DIST = 20.0;
Excessively long. I'd use something like 1 and increase the light's
intensity as needed.
Idealy, for a point light, it should be something like 1e-5 and a light
intensity in the millions. A value of 1 is a good compromise.
For an area_light, it should be the sixe of the light.
>
> background { Gray50 }
>
Why do you use 4 lights? Especialy in the testing phase, one light
should be enough.
I tested with this one replacing your first and commented out the other 3:
#declare LIGHT_FADING_DIST = 1;
light_source {
< 0, 10, -3> rgb 45
fade_distance LIGHT_FADING_DIST fade_power 2
}
> light_source {
> < 0, 4, 0> color Gray60
> fade_distance LIGHT_FADING_DIST fade_power 2
>
> photons {
> reflection on
> refraction on
> }
This photons block is not needed as you use the default one for any
light_source.
> }
>
> light_source {
> < 10, 4, 10> color Gray60
> fade_distance LIGHT_FADING_DIST fade_power 2
>
> photons {
> reflection on
> refraction on
> }
> }
>
> light_source {
> < -10, 4, 10> color Gray60
> fade_distance LIGHT_FADING_DIST fade_power 2
>
> photons {
> reflection on
> refraction on
> }
> }
>
> light_source {
> < 0, 0, -20> color Gray80
> fade_distance LIGHT_FADING_DIST fade_power 2
>
> photons {
> reflection on
> refraction on
> }
> }
>
>
>
> plane {
> y, -3
> pigment { color Gray50 }
> finish { reflection 0.35}
> }
Personaly, I prefer to use variable reflection for anything that is not
a mirror.
>
> camera {
> location<2, 1.5, -2>
> look_at<0,0, 0>
>
> }
>
> #declare jello=
> difference {
> box {<-0.5,-0.5,-0.5>,<0.5,0.5,0.5> }
>
> union {
> sphere {<5.47349,0,0>, 5.02349}
> sphere {<-5.47349,0,0>, 5.02349}
> sphere {<0,5.47349,0>, 5.02349}
> sphere {<0,-5.47349,0>, 5.02349}
> sphere {<0,0,5.47349>, 5.02349}
> sphere {<0,0,-5.47349>, 5.02349}
> }
>
> //rotate y*45
> rotate x*45
>
> texture {
>
> pigment { Red filter .98 }
Would be beter to use pigment{rgbt 1}
pigment{rgbt 0.98} is also acceptable.
The pigment in in the mass, not at the surface.
>
> finish {
> phong 1 phong_size 30
> reflection 0.01
That reflection is totaly unrealistic. You should use variable
reflection with the fresnel option:
reflection{0.01, 0.9 fresnel}
> }
> }
>
> interior {
> ior 1.34
> fade_color Red
> fade_distance 10
Shorten this to about 0.2 to 0.4
I got good looking result using 0.33
fade_distance is the key parameter to controll the intensity of fading
interior.
> fade_power 1001
> }
> }
>
> object {
> jello
>
>
> photons {
> target
> reflection on
> refraction on
> }
> }
>
>
>
Your original render used an area_light. Probably the one from the
include menu. It's array, at 4 by 4, is realy to sparce, and with the
use of jitter, lead to some very grainy penumbrae. Without jitter, you
get strong banding.
You should use a much higher density and add adaptive.
I commonly use this:
area_light x,z 17,17 adaptive 0 //for testing, may need adaptive 1 or 2.
I often also use circular orient to simulate a spherical light_source.
This area_light can be about as fast as the one from the include menu.
Alain
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