POV-Ray : Newsgroups : povray.binaries.images : Secret Passage WIP (TINA CHeP) : Re: Secret Passage WIP (TINA CHeP) Server Time
6 Oct 2024 05:39:19 EDT (-0400)
  Re: Secret Passage WIP (TINA CHeP)  
From: Stephen
Date: 5 Nov 2014 06:26:17
Message: <545a0959@news.povray.org>
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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