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On 8/6/2018 1:03 PM, Alain wrote:
> The possible problem could be one of scale. If the scene contain
> elements in the single unit range and other in the 10e6+ range, things
> tend to break down.
>
> What is the ratio between the length of the camera's location and
> RWorld_sun_radius ? Is the camera farther than 1000000 units from the
> origin ?
>
> You may want to use a scale of over 1000 Km per unit. Even up to 10E6 Km
> per unit.
>
// 1 unit = 100 miles
#declare RWorld_Sun_Diameter = 10000;
#declare RWorld_Ring_Radius = 950000;
#declare RWorld_Camera_Distance = 10;
#declare RWorld_Camera_Scale = RWorld_Ring_Radius * 1.1;
I think it did have something to do with scale. The problem went away,
but don't know how or why.
Here's the new version:
sphere
{
0, RWorld_Sun_Radius
hollow
material
{
texture
{
pigment {rgbt 1}
}
interior
{
media
{
emission 10/RWorld_Sun_Radius
density
{
spherical
density_map
{
[0.0 rgb 0]
[0.1 rgb RWorld_Light_Point_Color]
[1.0 rgb RWorld_Light_Point_Color]
}
scale RWorld_Sun_Radius
}
}
}
}
}
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