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On 04/11/2014 23:37, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>> What does it look like without the isosurfaces?
>
> There's not a single isosurface in the scene. I figured it might have something
> to do with going through the bulb glass, then the lampshade glass, but I get the
> same effect when I just use a looks_like {sphere}....
>
It is your mention of Max_Trace that made me think of isosurfaces.
If you were thinking of Max_intersections. Do you know that PovRay
reports the current settings and maximum number of intersections in the
message window?
For instance:
Render Statistics
Image Resolution 1024 x 768
Pixels: 787456 Samples: 3341776 Smpls/Pxl: 4.24
Rays: 5439099 Saved: 359357 Max Level: 9/20
Ray->Shape Intersection Tests Succeeded Percentage
Max Level: 9/20 means that max_intersections is set to 90 and 9 is the
largest number Pov found when rendering.
> I'm puzzled by this, though I am often thwarted by seemingly simple and
> otherwise-straightforward tasks....
>
Yes, well so was I. Until I did an experiment with an old scene of mine
that has some similarities to yours.
Your not per chance moving your lampshades to where the light source is,
are you?
When I did that I got the shadow effect. But when I left it at the
origin I get the desired result as attached. It is a quickly modified
old scene and not finished. The shade is declared but not called and the
light source is:
#declare Hall_Light =
light_source {
< 0.00, 0.00, 0.00 >, color rgb <1.000,1.000,0.769>*2.000
fade_power 2.000
fade_distance 100.0
media_attenuation off
media_interaction on
looks_like {Shade0}
translate <-34.36,100.00,-50.30>
}
--
Regards
Stephen
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