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Abe wrote:
>
> ArrgggGGGHHH! <resounding slap on the forehead> I must be getting
> senile!! Yes, it was missing that blasted "hollow". Works fine now.
Passing through a non-hollow object appears to turn off all media
rendering for a ray. The docs imply that only the object containing the
media needs to be hollow; actually, *any* object through which the
media will be seen needs to be hollow.
Regards,
John
--
ICQ: 46085459
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In article <38822DBD.812A2DD7@erols.com> , John VanSickle
<van### [at] erolscom> wrote:
> Passing through a non-hollow object appears to turn off all media
> rendering for a ray. The docs imply that only the object containing the
> media needs to be hollow; actually, *any* object through which the
> media will be seen needs to be hollow.
How do you come to that conclusion? The sample scene below shows the
contrary.
Thorsten
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
camera {
location <0, 20, -100>
direction <0, 0, 1>
up <0, 1, 0>
right <4/3, 0, 0>
}
plane { y, -10
pigment {
checker Blue, Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
plane { z, 50
pigment {
checker Blue, Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
#declare Media = media {
emission 0.05
intervals 5
samples 1, 10
confidence 0.9999
variance 1/1000
density {
spherical
ramp_wave
turbulence 0.1
color_map {
[0.0 color rgb <0, 0, 0>]
[0.1 color rgb <1, 0, 0>]
[1.0 color rgb <1, 1, 0>]
}
}
}
sphere { 0, 1
pigment { color rgbf<1, 1, 1, 1> }
finish { ambient 0 diffuse 0 }
interior { media { Media } }
scale 28
translate <29, 20, 0>
hollow
}
sphere { 0, 1
pigment { color rgbf<1, 1, 1, 0.7> }
scale 12
translate <23, 20, -50>
hollow no // either with or without
}
light_source {
<500, 600, -200>
color White
}
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The problem is with single-surface objects (such as a disc) which have no
inside and outside. Therefore, once the ray goes through it once, POV will
always think that it is still inside the object. IMHO, those objects should
be hollow by default.
For an object like a sphere, the ray enters and then exits the object, so
POV realizes that the ray is no longer inside a non-hollow object.
-Nathan
John VanSickle <van### [at] erolscom> wrote...
> Abe wrote:
> >
> > ArrgggGGGHHH! <resounding slap on the forehead> I must be getting
> > senile!! Yes, it was missing that blasted "hollow". Works fine now.
>
> Passing through a non-hollow object appears to turn off all media
> rendering for a ray. The docs imply that only the object containing the
> media needs to be hollow; actually, *any* object through which the
> media will be seen needs to be hollow.
>
> Regards,
> John
> --
> ICQ: 46085459
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