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From: Jörg 'Yadgar' Bleimann
Subject: Probably I'm just in fact too stupid...
Date: 25 Nov 2009 18:40:04
Message: <4b0dc054@news.povray.org>
...to make use of more advanced raytracing techniques such as media - 
and may have to content myself for the rest of my life with beginner's 
scenes!

I'm still not able to produce planetary rings through which light is 
scattered also to the unlit side... here is the code (no, it's just a 
test scene, not a real Saturn!), and below two scenes showing the lit 
and unlit side of the rings!

// beginning of code

global_settings
{
   max_trace_level 10
}

union
{
   sphere
   {
     0, 1
     texture
     {
       pigment { color rgb <0.6, 0.4, 0> }
       finish { ambient 0.02 diffuse 1 brilliance 0.8 }
     }
   }
   difference
   {
     cylinder
     {
       <0, -0.001, 0>, <0, 0.005, 0>, 3.68
     }
     cylinder
     {
       <0, -0.0011, 0>, <0, 0.0011, 0>, 1.75
     }
     hollow
     pigment { rgbt 1 }
     interior
     {
       media
       {
         emission 1/36800
         scattering
         {
           1, 1
           // eccentricity -0.4
           extinction 1
         }
         density
         {
           cylindrical
           color_map
           {
             [0 rgbf <1, 0.8, 0.7, 0.2> ]
             [0.1 rgbf <1, 0.8, 0.7, 0.2> ]
             [0.1 rgbf <0.1, 0.3, 0.1, 0.5>]
             [0.17 rgbf <0.1, 0.3, 0.1, 0.5>]
             [0.17 rgbf <0.85, 0.89, 0.94, 0.3>]
             [0.18 rgbf <0.85, 0.89, 0.94, 0.3>]
             [0.18 rgbf <0.99, 0.93, 0.45, 0.4>]
             [0.26 rgbf <0.99, 0.93, 0.45, 0.4>]
             [0.26 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
             [0.36 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
             [0.36 rgbf <1, 0.92, 0.93, 0.3>]
             [0.45 rgbf <1, 0.92, 0.93, 0.3>]
             [0.45 rgbf <0, 0, 0, 1>]

           }
           scale 3.68
         }
       }
     }
   }
   rotate <2, 7, 0>
   scale 10000
   translate z*50000
}


light_source
{
   <500000, 2500, 5000>
   color rgb 1
}

camera
{
   location <1.5, 1.5, 0.12>
   look_at 1.5
   angle 60
}

// end of code

See you in Khyberspace! (learning Pashto seems to be easier than using 
media!)

Yadgar

Now playing: Yesterday Once More (Carpenters)


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Attachments:
Download '2009-11-25 media test, take 42.jpg' (11 KB) Download '2009-11-25 media test, take 43.jpg' (8 KB)

Preview of image '2009-11-25 media test, take 42.jpg'
2009-11-25 media test, take 42.jpg

Preview of image '2009-11-25 media test, take 43.jpg'
2009-11-25 media test, take 43.jpg


 

From: BitViper
Subject: Re: Probably I'm just in fact too stupid...
Date: 25 Nov 2009 22:47:44
Message: <4b0dfa60$1@news.povray.org>


> ...to make use of more advanced raytracing techniques such as media -
>  and may have to content myself for the rest of my life with
> beginner's scenes!
> 
> I'm still not able to produce planetary rings through which light is
>  scattered also to the unlit side... here is the code (no, it's just
> a test scene, not a real Saturn!), and below two scenes showing the
> lit and unlit side of the rings!

Well I couldnt figure out how to change the density of it for the 
different rings, but did figure out how to accurately manage the color 
locations with an unexpectedly beautiful result.

---- code start ----
#include "colors.inc"

global_settings {
	max_trace_level 100
}

light_source {
	1000
	White
}

camera {
	right x * image_width / image_height
	location < -5, 2, 5 >
	look_at 0
}

#declare planet = object {
	sphere { 0, 2 }
	texture { pigment { color Yellow } }
}

#declare m_rings = media {
	scattering {
		1, 1 // type, color
		extinction 1 // default = 1
	}
	density {
		cylindrical
		density_map {
			[ 0.000 rgbt < 1, 0, 0, 1 > ]
			[ 0.175 rgbt < 0, 1, 0, 0 > ]
			[ 0.250 rgbt < 0, 0, 1, 1 > ]
			[ 0.250 rgbt < 0, 0, 0, 1 > ]
			[ 1.000 rgbt < 0, 0, 0, 1 > ]
		}
		scale 4
	}
}

#declare rings = object {
	difference {
		cylinder { < 0, -1, 0 >, < 0, 1, 0 >, 4 }
		cylinder { < 0, -2, 0 >, < 0, 2, 0 >, 3 }
	}
	scale y * 0.1
	hollow
	texture { pigment { rgbt 1 } } // completely transparent
	interior {
		media { m_rings }
	}
}

union {
	object { planet }
	object { rings }
}
---- code end ----


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From: Reactor
Subject: Re: Probably I'm just in fact too stupid...
Date: 26 Nov 2009 01:45:00
Message: <web.4b0e23a794221580b12064960@news.povray.org>
=?ISO-8859-1?Q?J=F6rg_=27Yadgar=27_Bleimann?= <yaz### [at] gmxde> wrote:
> ...to make use of more advanced raytracing techniques such as media -
> and may have to content myself for the rest of my life with beginner's
> scenes!
>
> I'm still not able to produce planetary rings through which light is
> scattered also to the unlit side... here is the code (no, it's just a
> test scene, not a real Saturn!), and below two scenes showing the lit
> and unlit side of the rings!
>


The media is too thick.  Reduce the scattering amount, try:

    scattering
    {
        1, 1/250
        extinction 1
    }

You should also be aware that close color control while using extinction can be
tricky.

-Reactor


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From: stbenge
Subject: Re: Probably I'm just in fact too stupid...
Date: 26 Nov 2009 01:59:51
Message: <4b0e2767@news.povray.org>

> ...to make use of more advanced raytracing techniques such as media - 
> and may have to content myself for the rest of my life with beginner's 
> scenes!
> 
> I'm still not able to produce planetary rings through which light is 
> scattered also to the unlit side... here is the code (no, it's just a 
> test scene, not a real Saturn!), and below two scenes showing the lit 
> and unlit side of the rings!



...Here is some 3.6-compatible code you might find useful:

// begin code
global_settings{assumed_gamma 1.0}

#default{finish{ambient 0}}

camera{
  location<0,-1000,-10000>
  look_at 0
  angle .05
  sky<-.5,1,0>
}

light_source{<1,.05,0>*100000,<2.5,2.2,2>}

sphere{0,2
  pigment{
   bumps scale<100,.5,100> turbulence .5
   color_map{[0 rgb 1][.5 rgb<.5,.4,.3>][1 rgb .5]}
  }
  hollow
}

#declare ring_radius = 5.5;
cylinder{
  -y*.001,y*.001,ring_radius
  pigment{rgbt 1}
  interior{
   media{
    scattering{5,200*<1,.9,.8>}
    absorption 200/<1,.9,.8>
    density{
     cylindrical
     scale ring_radius
     color_map{
      // this will give us color for the rings
      #declare f_pigment=
      function{
       pigment{
        planar turbulence<1,1,1> lambda 6
        color_map{[.3 rgb 0][1 rgb 1]}
       }
      }
      #declare V=0;
      #while(V<=.4)
       // take color from f_pigment for rings
       [V rgb f_pigment(0,V,0)]
       #declare V=V+.4/20;
      #end
      // leave a smooth transition for inner ring
      [.5 rgb 0]
     }
    }
   }
  }
  hollow
}
// end code

It won't work correctly in version 3.7; media appears to be somewhat 
buggy...

Anyway, I hope this was helpful!

Sam


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From: stbenge
Subject: Re: Probably I'm just in fact too stupid...
Date: 26 Nov 2009 02:00:57
Message: <4b0e27a9@news.povray.org>
stbenge wrote:
> 
> ...Here is some 3.6-compatible code you might find useful:

Oops, here's the image :)


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Attachments:
Download 'ringtest.jpg' (14 KB)

Preview of image 'ringtest.jpg'
ringtest.jpg


 

From: Jörg 'Yadgar' Bleimann
Subject: Re: Probably I'm just in fact too stupid...
Date: 26 Nov 2009 12:10:19
Message: <4b0eb67b$1@news.povray.org>
High!

stbenge wrote:

 >> ...to make use of more advanced raytracing techniques such as media 
- and may have to content myself for the rest of my life with beginner's 
scenes!
 >>
 >> I'm still not able to produce planetary rings through which light is 
scattered also to the unlit side... here is the code (no, it's just a 
test scene, not a real Saturn!), and below two scenes showing the lit 
and unlit side of the rings!
 >

 >
 > ...Here is some 3.6-compatible code you might find useful:
Perhaps... but I want to adopt it for my already existing Saturnian 

images) rather than just using a ready-made Saturn-like planet.
 > // begin code
 > global_settings{assumed_gamma 1.0}
 >
 > #default{finish{ambient 0}}
 >
 > camera{
 >  location<0,-1000,-10000>
 >  look_at 0
 >  angle .05
 >  sky<-.5,1,0> absorption 200/<1,.9,.8>
 > }
 >
 > light_source{<1,.05,0>*100000,<2.5,2.2,2>}
 >
 > sphere{0,2
 >  pigment{
 >   bumps scale<100,.5,100> turbulence .5
 >   color_map{[0 rgb 1][.5 rgb<.5,.4,.3>][1 rgb .5]}
 >  }
 >  hollow
 > }
 >
 > #declare ring_radius = 5.5;
 > cylinder{
 >  -y*.001,y*.001,ring_radius
 >  pigment{rgbt 1}
 >  interior{
 >   media{
 >    scattering{5,200*<1,.9,.8>}
 >    absorption 200/<1,.9,.8>

Your ring is 5.5 units wide, so I assumed that there is a 36.36 ratio 
between ring radius and scattering/absorption strength... but when I 
applied this to my test scene (not yet the real Saturn scene - for the 
time being, I'm somewhat reluctant to further mess up its already quite 
complicated code!) with a ring radius of 36,800 units, I only got a 
result quite similar the images posted at the top message of this thread!

Would your scattering/absorption settings also work with just a simple 
cylindrical pattern color map rather than your sophisticated function?

Here is my current version of the code:

global_settings
{
   max_trace_level 10
}

union
{
   sphere
   {
     0, 1
     texture
     {
       pigment { color rgb <0.6, 0.4, 0> }
       finish { ambient 0.02 diffuse 1 brilliance 0.8 }
     }
   }
   difference
   {
     cylinder
     {
       <0, -0.001, 0>, <0, 0.005, 0>, 3.68
     }
     cylinder
     {
       <0, -0.0011, 0>, <0, 0.0011, 0>, 1.75
     }
     hollow
     pigment { rgbt 1 }
     interior
     {
       media
       {
         scattering
         {
           5, 1338181 * <1, 0.9, 0.8>
           extinction 1
         }
         absorption 1338181 / <1, 0.9, 0.8>
         density
         {
           cylindrical
           color_map
           {
             [0 rgbf <1, 0.8, 0.7, 0.2> ]
             [0.1 rgbf <1, 0.8, 0.7, 0.2> ]
             [0.1 rgbf <0.1, 0.3, 0.1, 0.5>]
             [0.17 rgbf <0.1, 0.3, 0.1, 0.5>]
             [0.17 rgbf <0.85, 0.89, 0.94, 0.3>]
             [0.18 rgbf <0.85, 0.89, 0.94, 0.3>]
             [0.18 rgbf <0.99, 0.93, 0.45, 0.4>]
             [0.26 rgbf <0.99, 0.93, 0.45, 0.4>]
             [0.26 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
             [0.36 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
             [0.36 rgbf <1, 0.92, 0.93, 0.3>]
             [0.45 rgbf <1, 0.92, 0.93, 0.3>]
             [0.45 rgbf <0, 0, 0, 1>]

           }
           scale 3.68
         }
       }
     }
   }
   rotate <-2, 7, 0>
   scale 10000
   translate z*50000
}


light_source
{
   <500000, 2500, 5000>
   color rgb 1
}

camera
{
   location <1.5, 1.5, 0.12>
   look_at 1.5
   angle 60
}

See you in Khyberspace!

Yadgar


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From: stbenge
Subject: Re: Probably I'm just in fact too stupid...
Date: 26 Nov 2009 14:15:26
Message: <4b0ed3ce@news.povray.org>

> Your ring is 5.5 units wide, so I assumed that there is a 36.36 ratio 
> between ring radius and scattering/absorption strength... but when I 
> applied this to my test scene (not yet the real Saturn scene - for the 
> time being, I'm somewhat reluctant to further mess up its already quite 
> complicated code!) with a ring radius of 36,800 units, I only got a 
> result quite similar the images posted at the top message of this thread!
> 
> Would your scattering/absorption settings also work with just a simple 
> cylindrical pattern color map rather than your sophisticated function?
> 
> Here is my current version of the code:

I don't have much time this morning to figure it out, but it's not 
looking very promising. The illumination is not reaching the bottom 
side, as you said, not with dense scattering, anyway.

You may try to model the rings at full-size, without scaling, as sacling 
can mess up media. If that doesn't work, try keeping all your objects 
very small, like they were in my test scene. That may be the only way to 
  make this scene work with media.

The other option, of course, is to use a textured disc, or several 
stacked discs with the double_illuminate keyword, or discs with C. 
Lipka's backside illumination feature for 3.7.

Good luck!

Sam


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From: Jaime Vives Piqueres
Subject: Re: Probably I'm just in fact too stupid...
Date: 26 Nov 2009 14:28:33
Message: <4b0ed6e1@news.povray.org>

> Your ring is 5.5 units wide, so I assumed that there is a 36.36 ratio
> between ring radius and scattering/absorption strength... but when I
> applied this to my test scene (not yet the real Saturn scene - for the
> time being, I'm somewhat reluctant to further mess up its already quite
> complicated code!) with a ring radius of 36,800 units, I only got a
> result quite similar the images posted at the top message of this
> thread!

   If you scale UP the container, you have to scale DOWN the media strength!
Just try .05 instead 1338181 and you will see the effect... I just tried it
and works.

> [0 rgbf <1, 0.8, 0.7, 0.2> ] [0.1 rgbf <1, 0.8, 0.7, 0.2> ] [0.1 rgbf
> <0.1, 0.3, 0.1, 0.5>] [0.17 rgbf <0.1, 0.3, 0.1, 0.5>] [0.17 rgbf <0.85,
> 0.89, 0.94, 0.3>] [0.18 rgbf <0.85, 0.89, 0.94, 0.3>] [0.18 rgbf <0.99,
> 0.93, 0.45, 0.4>] [0.26 rgbf <0.99, 0.93, 0.45, 0.4>] [0.26 rgbf <0.5,
> 0.23, 0.61, 0.5, 0.4>] [0.36 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>] [0.36 rgbf
> <1, 0.92, 0.93, 0.3>] [0.45 rgbf <1, 0.92, 0.93, 0.3>] [0.45 rgbf <0, 0,
> 0, 1>]

   Indeed, I don't recall where on the docs I read it, but I seem to remember
that filter/transmit on density maps has no effect (or at least not the
effect you think it will have).

   Regards,


-- 
Jaime Vives Piqueres

http://www.ignorancia.org


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From: BitViper
Subject: Re: Probably I'm just in fact too stupid...
Date: 26 Nov 2009 15:43:40
Message: <4b0ee87c@news.povray.org>
BitViper wrote:

> Well I couldnt figure out how to change the density of it for the 
> different rings, but did figure out how to accurately manage the color 
> locations with an unexpectedly beautiful result.

Eureka moment while reading other responses and browsing tutorials 
resulted in the attached output from above and below. The ring color map 
was generated by a quick perl script I wrote to pull the colors from one 
image and the alpha from a paired image, both from 
http://planetpixelemporium.com. The planet imagemapped image also came 
from there.

I have not tried scaling the planet and rings to proper scales yet, but 
should be managable with the notes others have provided here.

/// saturnrings.pov ///
#include "colors.inc"
#include "saturnringsmap.inc"

global_settings {
	max_trace_level 10
}

light_source {
	1000
	White
}

camera {
	right x * image_width / image_height
	location < -5, 2, 5 >
	look_at 0
}

#declare planet = object {
	sphere { 0, 2 }
	texture {
		pigment {
			image_map {
				jpeg "solarsystem/imagemaps/saturnmap.jpg"
				map_type 1
				interpolate 2
			}
		}
	}
}

#declare m_rings = media {
	scattering {
		1, 1 // type, color
		extinction 1 // default = 1
	}
	density {
		cylindrical
		scale 2
		color_map { saturnringsmap }
	}
}

#declare rings = object {
	difference {
		cylinder { < 0, -1, 0 >, < 0, 1, 0 >, 2 }
		cylinder { < 0, -2, 0 >, < 0, 2, 0 >, 1.5 }
	}
	scale y * 0.01
	hollow
	texture { pigment { rgbt 1 } } // completely transparent
	interior {
		media { m_rings }
	}
	scale 2
}

union {
	object { planet }
	object { rings }
}
/// end saturnrings.pov ///

/// saturnringsmap.inc ///
#declare saturnringsmap = color_map {
	[ 0.000 rgb < 0.863, 0.776, 0.580 > * 0.051 ]
	[ 0.001 rgb < 0.831, 0.776, 0.580 > * 0.000 ]
	[ 0.002 rgb < 0.831, 0.776, 0.580 > * 0.000 ]
	[ 0.003 rgb < 0.831, 0.776, 0.580 > * 0.000 ]
	[ 0.004 rgb < 0.831, 0.761, 0.580 > * 0.000 ]
	[ 0.005 rgb < 0.800, 0.761, 0.580 > * 0.000 ]
	[ 0.006 rgb < 0.800, 0.745, 0.580 > * 0.000 ]
	[ 0.007 rgb < 0.800, 0.729, 0.580 > * 0.000 ]
	[ 0.008 rgb < 0.769, 0.729, 0.580 > * 0.000 ]
	[ 0.009 rgb < 0.769, 0.714, 0.580 > * 0.000 ]
	[ 0.010 rgb < 0.769, 0.698, 0.612 > * 0.000 ]
	[ 0.011 rgb < 0.737, 0.698, 0.580 > * 0.000 ]
	[ 0.012 rgb < 0.737, 0.698, 0.612 > * 0.208 ]
	[ 0.013 rgb < 0.737, 0.698, 0.612 > * 0.553 ]
	[ 0.014 rgb < 0.737, 0.682, 0.612 > * 0.761 ]
	[ 0.015 rgb < 0.737, 0.682, 0.612 > * 0.761 ]
	[ 0.016 rgb < 0.737, 0.682, 0.643 > * 0.753 ]
	[ 0.017 rgb < 0.737, 0.682, 0.643 > * 0.753 ]
	[ 0.018 rgb < 0.737, 0.682, 0.675 > * 0.745 ]
	[ 0.019 rgb < 0.737, 0.698, 0.706 > * 0.733 ]
	[ 0.020 rgb < 0.737, 0.729, 0.706 > * 0.733 ]
	[ 0.021 rgb < 0.769, 0.761, 0.769 > * 0.694 ]
	[ 0.022 rgb < 0.831, 0.808, 0.831 > * 0.698 ]
	[ 0.023 rgb < 0.863, 0.839, 0.863 > * 0.529 ]
	[ 0.024 rgb < 0.894, 0.902, 0.925 > * 0.067 ]
	[ 0.025 rgb < 0.925, 0.933, 0.957 > * 0.671 ]
	[ 0.025 rgb < 0.988, 0.965, 0.925 > * 0.678 ]
	[ 0.026 rgb < 0.988, 0.996, 0.988 > * 0.675 ]
	[ 0.027 rgb < 0.988, 0.996, 0.988 > * 0.690 ]
	[ 0.028 rgb < 0.988, 0.996, 0.957 > * 0.690 ]
	[ 0.029 rgb < 0.988, 0.965, 0.925 > * 0.686 ]
	[ 0.030 rgb < 0.957, 0.949, 0.863 > * 0.671 ]
	[ 0.031 rgb < 0.957, 0.918, 0.800 > * 0.678 ]
	[ 0.032 rgb < 0.925, 0.886, 0.737 > * 0.682 ]
	[ 0.033 rgb < 0.894, 0.839, 0.675 > * 0.690 ]
	[ 0.034 rgb < 0.863, 0.824, 0.612 > * 0.678 ]
	[ 0.035 rgb < 0.863, 0.808, 0.612 > * 0.686 ]
	[ 0.036 rgb < 0.831, 0.792, 0.549 > * 0.671 ]
	[ 0.037 rgb < 0.863, 0.776, 0.580 > * 0.675 ]
	[ 0.038 rgb < 0.863, 0.792, 0.549 > * 0.678 ]
	[ 0.039 rgb < 0.863, 0.792, 0.549 > * 0.678 ]
	[ 0.040 rgb < 0.863, 0.792, 0.580 > * 0.678 ]
	[ 0.041 rgb < 0.863, 0.792, 0.549 > * 0.678 ]
	[ 0.042 rgb < 0.863, 0.792, 0.580 > * 0.686 ]
	[ 0.043 rgb < 0.863, 0.792, 0.580 > * 0.698 ]
	[ 0.044 rgb < 0.863, 0.792, 0.549 > * 0.710 ]
	[ 0.045 rgb < 0.831, 0.792, 0.580 > * 0.714 ]
	[ 0.046 rgb < 0.863, 0.792, 0.549 > * 0.722 ]
	[ 0.047 rgb < 0.863, 0.792, 0.549 > * 0.737 ]
	[ 0.048 rgb < 0.863, 0.792, 0.549 > * 0.741 ]
	[ 0.049 rgb < 0.863, 0.792, 0.549 > * 0.749 ]
	[ 0.050 rgb < 0.863, 0.792, 0.549 > * 0.745 ]
	[ 0.051 rgb < 0.863, 0.792, 0.580 > * 0.749 ]
	[ 0.052 rgb < 0.863, 0.792, 0.549 > * 0.749 ]
	[ 0.053 rgb < 0.863, 0.792, 0.549 > * 0.757 ]
	[ 0.054 rgb < 0.863, 0.792, 0.580 > * 0.722 ]
	[ 0.055 rgb < 0.863, 0.792, 0.549 > * 0.741 ]
	[ 0.056 rgb < 0.863, 0.792, 0.549 > * 0.765 ]
	[ 0.057 rgb < 0.863, 0.792, 0.580 > * 0.784 ]
	[ 0.058 rgb < 0.863, 0.792, 0.580 > * 0.816 ]
	[ 0.059 rgb < 0.863, 0.792, 0.549 > * 0.827 ]
	[ 0.060 rgb < 0.863, 0.792, 0.580 > * 0.843 ]
	[ 0.061 rgb < 0.863, 0.792, 0.549 > * 0.863 ]
	[ 0.062 rgb < 0.831, 0.792, 0.580 > * 0.859 ]
	[ 0.063 rgb < 0.800, 0.792, 0.612 > * 0.831 ]
	[ 0.064 rgb < 0.769, 0.776, 0.612 > * 0.863 ]
	[ 0.065 rgb < 0.737, 0.776, 0.643 > * 0.875 ]
	[ 0.066 rgb < 0.737, 0.792, 0.675 > * 0.859 ]
	[ 0.067 rgb < 0.737, 0.792, 0.706 > * 0.769 ]
	[ 0.068 rgb < 0.737, 0.792, 0.737 > * 0.635 ]
	[ 0.069 rgb < 0.800, 0.839, 0.769 > * 0.604 ]
	[ 0.070 rgb < 0.831, 0.855, 0.800 > * 0.565 ]
	[ 0.071 rgb < 0.894, 0.871, 0.800 > * 0.502 ]
	[ 0.072 rgb < 0.894, 0.871, 0.800 > * 0.482 ]
	[ 0.073 rgb < 0.894, 0.855, 0.737 > * 0.678 ]
	[ 0.074 rgb < 0.894, 0.824, 0.675 > * 0.318 ]
	[ 0.075 rgb < 0.863, 0.808, 0.643 > * 0.349 ]
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}
/// end saturnringsmap.inc ///


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Probably I'm just in fact too stupid...
Date: 26 Nov 2009 15:49:19
Message: <4b0ee9cf@news.povray.org>
High!

Jaime Vives Piqueres wrote:
>   If you scale UP the container, you have to scale DOWN the media strength!
> Just try .05 instead 1338181 and you will see the effect... I just tried it
> and works.

With me, it didn't work at all... still the unlit side is completely 
dark! And when I tried the same combination of scattering and absorption 
on the real Saturn scene, where the rings are about 11 units wide (then 
respectively 1/11 for scattering and absorption strength), the entire 
ring (when viewed upon from the lit side) remains invisible, although 
its shadow is visible on the planet's body!

What a pathetic retarded oaf I am - I probably better should take to 
watching TV shows instead of overburdening my feeble chicken brain with 
such monstrous tasks like raytracing...

"Life is like a chocolate box" (Forrest Gump)


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