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IMO, the sample scenes and include files that come with Povray should be
refactored to use the same basic units such that an interior statement
in glass.inc works properly in the sample radiosity.pov file.
In fact it might be good to have a system variable that works like
#version to control a scene's units. That way if two people each create
a scene then the two scenes will be "compatible" with each other as long
as people make use of the variable.
Any thoughts?
--
http://isometricland.com
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Le 2010-06-10 23:36, SharkD a écrit :
> IMO, the sample scenes and include files that come with Povray should be
> refactored to use the same basic units such that an interior statement
> in glass.inc works properly in the sample radiosity.pov file.
>
> In fact it might be good to have a system variable that works like
> #version to control a scene's units. That way if two people each create
> a scene then the two scenes will be "compatible" with each other as long
> as people make use of the variable.
>
> Any thoughts?
>
>
You can always override any fade_distance to adjust it to your needs.
The values you find for the interiors from glass.inc are only starting
points.
In any given scene, you can need or want otherwise identical materials
to have different fade_distance.
The same hold true for your medias and the fading light_sources.
The only place where it realy make sense, is for the SSLT feature, and
that one already have such a variable.
Alain
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On 6/11/2010 12:43 PM, Alain wrote:
> You can always override any fade_distance to adjust it to your needs.
> The values you find for the interiors from glass.inc are only starting
> points.
Yeah, that's the problem I'd like to see solved.
--
http://isometricland.com
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Le 2010-06-14 16:25, SharkD a écrit :
> On 6/11/2010 12:43 PM, Alain wrote:
>> You can always override any fade_distance to adjust it to your needs.
>> The values you find for the interiors from glass.inc are only starting
>> points.
>
> Yeah, that's the problem I'd like to see solved.
>
The real problem is that, in any scene, you may need different
fade_distances for various objects. One object may need fade_distance
0.1, while another one needs fade_distance 10.
You can need a low density media and a very high density one elsewhere.
Two fading light_source in the same scene can need very different
fade_distance as well.
All this precludes a global scaling.
Alain
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