POV-Ray : Newsgroups : povray.general : Wanted: Air and Water : Re: Wanted: Air and Water Server Time
2 Jun 2024 09:46:24 EDT (-0400)
  Re: Wanted: Air and Water  
From: Alain
Date: 14 Feb 2016 10:46:59
Message: <56c0a173$1@news.povray.org>
Le 16-02-14 08:51, Sven Littkowski a écrit :
> 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
>

Maybe you have to many light interacting with the media.

Use only a single or a few, long and very narrow, area_light using 
area_illumination. If using a few lights, don't go over 4 or 5 TOTAL.
Use something like this for the area_light parameters:

area_light HabitatLength*z, AxleRadius*x*0.7, 257, 33 adaptive 0 
area_illumination

adaptive 0 turn on the adaptive sampling starting with only the 4 
cormers and will subdivide as needed in the penumbrae.
adaptive 1 will start with the corners plus the mid point in each 
directions, for a total of 9 initial samples.

Don't use spotlight but rely on the edges of the cylinder's window to 
limit the area of illumination.

cylinder{0, HabitatLength*z, AxleRadius
  pigment{radial
   color_map{[0 rgb 0.5][0.05 rgbf<0.8, 0.5, 0.2, 1>][0.1 rgbf 1]
   [0.4 rgbf 1][0.45 rgbf<1, 0.7, 0.5, 1>][0.5 rgb 0.5]}
  rotate 180*z}
}



Alain


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