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Dick Conley wrote:
> When rendering a transparent object using the following:
> rgbf<1.0, 0.0, 0.0, 1.0>
> reflection { 0.17, 1.0 fresnel on }
> conserve_energy
> with NO dispersion, I get a black image.
As a workaround, add a 0.01 green or blue to the colour.
Then it comes out red.
> Change the color to rgbf<0.0, 1.0, 0.0, 1.0> and I get a bright green image.
> Change the color to rgbf<0.0, 0.0, 1.0, 1.0> and I get a bright blue image.
> Here is my scene file:
For anyone wanting to investigate the bug, here's a shorter
scene file demonstrating the problem. This has two copies of an
object, the one on the right having a small amount of blue added
(producing a bright red patch that is lacking in the other
copy).
#version 3.5;
global_settings { assumed_gamma 1 }
#declare Color1 = rgbf<1, 0, 0, 1>;
#declare Color2 = rgbf<1, 0, 0.01, 1>;
#declare It = mesh {
triangle { <-7, 2, 3>, <-6, 3, 0>, <-4, 3, 4> }
triangle { <-9, 0, 0>, <-9, 0, 4>, <-3, -6, 0> }
finish {
specular .8
reflection { 0.17, 1.0 fresnel on }
conserve_energy
}
interior { ior 2 }
}
camera { location <0, 22, 0> look_at 0 }
light_source { <0, 90, 0> color rgb 1 }
object {
It
pigment { Color1 }
translate <-5,0,0>
}
object {
It
pigment { Color2 }
rotate y*180
translate <5,0,0>
}
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