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I just noticed that "filter" does not work properly with (multi-layered)
sky spheres.
When using "transmit" in the pigments of a multi-layered sky_sphere,
they behave exactly like layered textures with the corresponding
pigments, i.e. the following look virtually identical:
(A)
sky_sphere {
pigment { Sky_Pigment_1 }
pigment { Sky_Pigment_2 }
pigment { Sky_Pigment_3 }
}
(B)
sphere { 0, 1
texture { pigment { Sky_Pigment_1 } finish { ambient 1 diffuse 0
specular 0 } }
texture { pigment { Sky_Pigment_2 } finish { ambient 1 diffuse 0
specular 0 } }
texture { pigment { Sky_Pigment_3 } finish { ambient 1 diffuse 0
specular 0 } }
scale 10000
no_shadow
}
However, when using "filter" instead, the layered-texture sphere's look
changes significantly (as expected), while the sky_sphere still looks as
if "transmit" had been used (unless the background can be seen through,
but in that case it still looks different from the layered-texture sphere).
As with many errors I reported here recently, this one appears to have
been around ever since, so a change would affect existing scenes.
I'd advocate to change it nonetheless (or make it depend on the #version
statement), to give the same results as the layered-texture sphere.
Comments, anyone?
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