Hello,
POV-Ray 3.6.1 / WinXP
When I use union{} with several mesh2 objects that may be intersecting
the render always ends with bright edges where the mesh intersections
are. The only way to avoid this that I know of is to add split_union off
at the end of the union{}. Using this flag the render is fine but the
problem is that it does not let any of the individual mesh objects to
have no_shadow properties of their own.
Here are two images showing the issue. Look at the knees and left hip.
http://mysite.verizon.net/sfg0000/images/split_union_on.png
http://mysite.verizon.net/sfg0000/images/split_union_off.png
I am sure I do not know what I am doing but the documentation is lacking
on detailed information about this. Any insight will be appreciated.
later,
FlyerX
This is a variation of the coincident surfaces problem.
A mesh has no inside, (unless you declare one with
inside_vector) so at the joins sometimes the rays
"see thru". If you add inside_vector to your meshes
it'll look fine.
Tim Attwood wrote:
> This is a variation of the coincident surfaces problem.> A mesh has no inside, (unless you declare one with> inside_vector) so at the joins sometimes the rays> "see thru". If you add inside_vector to your meshes> it'll look fine. > >
That worked. I just added inside_vector<0,0,1> at the end of all meshes.
Thanks.
FlyerX