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Hello,
This is my current Mech WIP. It narrows down to what I wanted to achieve,
yet before I can continue I have to solve some more problems. After long
trials I still have no clue why the two marked *errors* occur, the grainy
shape of the left spotlight and the strange triangular artifacts ( maybe I
am the onl one who thinks he sees it? ) in the surface fog. I would be
thankful if anyone who knows these problems could help me a little.
clueless,
f00
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Attachments:
Download 'Mech_WIP_Desert_2a.jpg' (25 KB)
Download 'Mech_WIP_Desert_2.jpg' (21 KB)
Preview of image 'Mech_WIP_Desert_2a.jpg'
Preview of image 'Mech_WIP_Desert_2.jpg'
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If you're using a heightfield as ground, and
another heightfield above that as media-container,
you're probably seeing the triangles from that
heightfield. You might want to use a higher
resolution pic for that...
Regards,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
"f00" <f00### [at] freenetde> schrieb im Newsbeitrag
news:3d616fea@news.povray.org...
> Hello,
>
> This is my current Mech WIP. It narrows down to what I wanted to achieve,
> yet before I can continue I have to solve some more problems. After long
> trials I still have no clue why the two marked *errors* occur, the grainy
> shape of the left spotlight and the strange triangular artifacts ( maybe I
> am the onl one who thinks he sees it? ) in the surface fog. I would be
> thankful if anyone who knows these problems could help me a little.
>
> clueless,
>
> f00
>
>
>
Post a reply to this message
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Hello Tim,
"Tim Nikias" <tim### [at] gmxde> schrieb im Newsbeitrag
news:3d621b91@news.povray.org...
> If you're using a heightfield as ground, and
> another heightfield above that as media-container,
My setup is exactly as you described.
> you're probably seeing the triangles from that
> heightfield. You might want to use a higher
> resolution pic for that...
Thanks for the advice, I'm currently trying that with a 3200x2400 pixel
height_field, but as I wanted to try radiosity as well in that render, I'm
afraid it will take some more time than it already has. I hope it turns out
better than before ;-)
Read you later,
f00
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