|
|
"Paragon" <use### [at] hostcom> wrote in message news:3b8c20d9@news.povray.org...
> I've been experimenting with glass and have come
> across some problems...
> ...the shot glass has all those
> black inconsistencies. There are walls covering all sides
> of the objects, so the black is not anything reflected or
> refracted.
First off, HTML posts are frowned upon by most people round here (yes,
even in the binaries groups)...
Now to answer your question - Whilst you are right the black bits aren't
reflections of anything in your scene, they are caused by reflection... try
removing the reflection from the glass material and the black bits should
disappear...
You see, what's happening is the combination of reflection and
refraction is causing 'total internal reflection' - where the rays POV is
calculating bounce around and around inside the glass without leaving - of
course POV won't do this forever - it only calculates upto a finite amount
of reflections and if it hasn't calculated a colour within that number it
just colors the pixel black.
Fortunately you can specify how many reflections POV calculates - I
don't know how you do it in Moray, but you can add the following to top of
your .pov file :
global_setting { max_trace_level <level> }
where <level> is the number of reflections you wish it to calculate -
now the only problem is you may find that you never get rid of the black
bits completely and the higher the value for max_trace_level you pick the
longer POV will spend rendering these parts of the scene...
--
Scott Hill.
Software Engineer.
E-Mail : sco### [at] innocentcom
Pandora's Box : http://www.pandora-software.com
*Everything in this message/post is purely IMHO and no-one-else's*
Post a reply to this message
|
|