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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?
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#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
}
}
}
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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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