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For the air, I am trying to use he code below. But I am getting an error:
"Fatal Error in Renderer: A POV-Ray internal nesting limit was reached."
cylinder // Air
{
< 0.0, 0.0, 0.0 > < 0.0, 0.0, 5000.0 > 1500.0
hollow
interior
{
ior 1.3
fade_distance 10
fade_power 1001
fade_color < 0.5, 0.7, 1.0 >
media
{
scattering
{
3
< 0.5, 0.65, 0.4 >
extinction 1.0
}
}
}
}
------------------------
For the water body, I am using successfully this (still dependent on the
blue of the future air medium):
difference // Water
{
cylinder { < 0.0, 0.0, 0.0 > < 0.0, 0.0, 5000.0 > 1500.0 }
cylinder { < 0.0, 0.0, -0.1 > < 0.0, 0.0, 5000.1 > MyWaterLevel }
material
{
texture
{
pigment { color rgbt < 0.2, 0.7, 0.3, 0.5 > }
finish
{
ambient 0.0
diffuse 0.0
emission 0.0
reflection
{
0.0, 1.0
falloff 5
fresnel on
}
specular 0.4
roughness 0.003
}
normal
{
function { f_ridged_mf(x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2) } 0.8
scale 0.13
}
}
interior
{
ior 1.3
fade_distance 10
fade_power 1001
fade_color < 0.8, 0.2, 0.2, 0.5 >
media
{
// absorption < 0.8, 0.6, 1.0, 0.5 >
scattering
{
3
< 0.5, 0.65, 0.4 >
extinction 1.0
}
}
}
}
normal
{
function { f_ridged_mf(x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2) }
0.8
scale < 0.13, 0.4, 0.13 >
}
}
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