POV-Ray : Newsgroups : povray.general : Wanted: Air and Water : Re: Wanted: Air and Water Server Time
2 Jun 2024 08:06:09 EDT (-0400)
  Re: Wanted: Air and Water  
From: Sven Littkowski
Date: 14 Feb 2016 08:51:18
Message: <56c08656@news.povray.org>
I am, actually, getting a very different problem now, when trying to use
a scattering effect:

"Fetal Error in Renderer: A POV-Ray internal nesting limit was reached."

What part of my code could cause that?

----------------------------------

#if(IlluminationType="Lights")
 #declare LightDistance = -253.1;
 #declare LightWidth = 50.0;
 #declare MyRadius = 5;
 #declare MyTightness = 50;
 #declare MyFalloff = 80;
 #declare MyLightMultiplicator = 0.007 * 1000.0;
 #declare LightSectionHalf = union
 {
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 000.0, -1500.0, 0.0 > radius 10 tightness 10
falloff 20 rotate < 0.0, 0.0,  2.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 050.0, -1350.0, 0.0 > radius 10 tightness 10
falloff 20 rotate < 0.0, 0.0,  2.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 100.0, -0950.0, 0.0 > radius 10 tightness 10
falloff 20 rotate < 0.0, 0.0,  2.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 150.0, -0700.0, 0.0 > radius 10 tightness 10
falloff 20 rotate < 0.0, 0.0,  2.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 175.0, -0600.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0,  5.0 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.88627,
0.50196 > * MyLightMultiplicator*05 fade_power 2 fade_distance 100.0
spotlight point_at < 200.0, -0550.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0,  7.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.69412,
0.28235 > * MyLightMultiplicator*04 fade_power 2 fade_distance 100.0
spotlight point_at < 225.0, -0500.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 10.0 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.99608, 0.35686,
0.08627 > * MyLightMultiplicator*04 fade_power 2 fade_distance 100.0
spotlight point_at < 250.0, -0450.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 12.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.76863, 0.27059,
0.05882 > * MyLightMultiplicator*04 fade_power 2 fade_distance 100.0
spotlight point_at < 275.0, -0400.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 15.0 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.54902, 0.10980,
0.10980 > * MyLightMultiplicator*03 fade_power 2 fade_distance 100.0
spotlight point_at < 300.0, -0350.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 17.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.43922, 0.09412,
0.16078 > * MyLightMultiplicator*03 fade_power 2 fade_distance 100.0
spotlight point_at < 325.0, -0300.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 20.0 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.31373, 0.07843,
0.14902 > * MyLightMultiplicator*02 fade_power 2 fade_distance 100.0
spotlight point_at < 350.0, -0250.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 22.5 > }
  light_source { < 0.0, LightDistance, 0.0 > rgb < 0.15294, 0.04706,
0.10588 > * MyLightMultiplicator*02 fade_power 2 fade_distance 100.0
spotlight point_at < 375.0, -0200.0, 0.0 > radius MyRadius tightness
MyTightness falloff MyFalloff rotate < 0.0, 0.0, 25.0 > }
 }
#end

#if(IlluminationType="Lights")
 #declare LightSection = union
 {
  object { LightSectionHalf scale <  1.0, 1.0, 1.0 > }
  object { LightSectionHalf scale < -1.0, 1.0, 1.0 > }
 }
#end

#if(IlluminationType="Lights")
 #declare MyLight = union
 {
  #declare RundeLight = 50.0;
  #while(RundeLight<4950.0)
   object { LightSection  translate < 0.0, 0.0, RundeLight > }
   #declare RundeLight = RundeLight+50.0;
  #end
 }
#end

#declare MyAtmosphere = cylinder // Air
{
 < 0.0, 0.0,  0.0 > < 0.0, 0.0, 5000.0 > 1500.0
 pigment { rgbt < 1.0, 1.0, 1.0, 1.0 > }
 hollow
 interior
 {
  fade_colour < 0.4, 0.66, 0.9 >
  fade_distance 5000.0
  fade_power 1001
  media
  {
   emission 0.0005
   density
   {
    gradient y
    density_map
    {
     [ 0.0 rgb < 0.5, 0.7, 1.0 > * 0.1 ]
     [ 0.4 rgb < 0.5, 0.7, 1.0 > * 1.0 ]
     [ 0.5 rgb < 0.5, 0.7, 1.0 > * 1.0 ]
     [ 1.0 rgb < 0.0, 0.0, 0.0 > * 1.0 ]
    }
    translate < 0.0, -0.5, 0.0 >
    scale < 3000.0, 3000.0, 1.0 >
   }
   #if(IlluminationType="Lights")
    absorption 1000.0
    scattering
    {
     1
     < 0.5, 0.7, 1.0 >
     extinction 1.0
    }
   #end
  }
 }
}


----------------------------------

On 14.02.2016 02:54, Thomas de Groot wrote:
> On 14-2-2016 5:47, Sven Littkowski wrote:
> If you get a black screen (or a white screen for that matter) it is
> because your scattering vector value is out of range, either too high or
> too low. You need to experiment with that too. The intensity of the
> light source inside the media may also play an important role.
> 
> Important note! Always (repeat: Always) scale your media object and the
> inverse scattering vector proportionally (as I showed you in my example).
> 
> In one word: experiment, experiment, experiment (3 words now) :-)


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