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In following scene, the light beam is attenuated as it propagates through the
glass-like object. Is there a way how to suppress this attenuation? The reason
for this is the pigment{} block, however by changing it, one also changes the
look of the cube in ambient light.
#include "colors.inc"
global_settings {
ambient_light rgb 1
max_trace_level 10
photons {
count 100000
media 100, 2
}
}
camera {
location <-1, 2, -3>
look_at 0
}
light_source { // ambient lighting
<-10, 10, -10>
color rgb 0.1
photons {
reflection off
reflection off
}
media_interaction off
}
box { // glass-like object
0 1
pigment {color rgbf <0.35, 0.42, 0.85, 0.9>}
finish {
ambient 0.1
diffuse 0.1
reflection 0.1
specular 0.8
roughness 0.2
}
hollow
interior {
ior 1
fade_distance 0
fade_power 0
media {
absorption 0
emission 0
scattering {
1, 1
extinction 0 // (0: off, -X: ampl.)
}
samples 100
}
}
translate -0.5
}
box { // scattering media outside the cube
0, <4, 0.4, 0.4>
pigment {rgbf 1}
hollow
interior {
ior 1
fade_distance 0
fade_power 0
media {
absorption 0
emission 0
scattering {
1, 1
extinction 0 // (0: off, -X: ampl.)
}
samples 100
}
}
photons {pass_through}
translate -1*<2, 0.2, 0.2>
}
light_source { // light beam
0
color rgb x
cylinder
radius 0.1
falloff 0.1
point_at x
photons {
reflection on
refraction on
}
translate -2*x
}
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hi,
"radmac" <nomail@nomail> wrote:
> In following scene, the light beam is attenuated as it propagates through the
> glass-like object. Is there a way how to suppress this attenuation? The reason
> for this is the pigment{} block, however by changing it, one also changes the
> look of the cube in ambient light.
> ...
not sure if simulation matters, the "obvious cheat" is to place the first box in
a merge with a cylinder:
cylinder {
<-.5,0,0>, <.5,0,0>, .125
open
pigment {color srgbt 1}
}
see attached.
regards, jr.
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