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![](/i/fill.gif) |
What you see is not an empty space between the prismsurfaces but the
textures of the boxes namely the default texture which is black. if you
apply a texture to the boxes that is the one that will show up on that
location. If you want everything to have the same texture apply the texture
to the whole csg instead of texturing every object individually. This saves
memory and rendering time.
Here's the updated version:
#include "textures.inc"
#include "sunpos.inc"
global_settings {
radiosity {
pretrace_start 0.08
pretrace_end 0.01
count 80
nearest_count 5
error_bound 0.7
recursion_limit 3
low_error_factor 0.8
gray_threshold 0
minimum_reuse 0.015
brightness 1.5
adc_bailout 0.01/2
}
}
// sky sphere
sphere {
0, 1000
pigment { color <0.7, 0.7, .9>
} // end of pigment
finish {
ambient 1
diffuse 0
}
}
camera {
location <2.4, 1.8, -3.1>
look_at <-2, 1.5, -8.45>
angle 63
}
#declare global_diffuse= .8;
light_source {
//SunPos(2000, 6, 21, 11, 30, 0, 51.4667, 0.00)
<1.6, 1.2, -14>
rgb <1,1,.9>
}
#declare lv_room_walls = prism {
linear_sweep
linear_spline
0, // sweep the following shape from here ...
2.2, // height of room is 2.2m
20, // num of inner an outer points
<-0.5, 0.2>, <2.9, 0.2>, <3, -8.7>, <-2.92, -8.7>, <-2.92, -4.6>, <-4.5,
-4.6>, <-4.5, -4.5>, <-0.5, -4.4>, <-0.5, -0.5> // outer wall
<0,0>,<2.7,0>, <2.7,-4.25>, <2.43,-4.25>, <2.18,-8.45>, <-2.62, -8.45>,
<-2.62, -4.8>, <-0.3, -4.7>, <-0.25, -0.3>, <0,-0.25>,<0,0> // inner wall
}
difference {
object {lv_room_walls
}
/* window */
box {
<-2.619, 0.7, -7.65>
<-2.921, 2, -6.15>
}
/* rear door */
box {
<1.38, 0.001, -8.449>
<-0.62, 2.05, -8.701>
}
pigment {color rgb 1}
finish {
ambient 0
diffuse global_diffuse
}
}
Regards Roman
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![](/i/fill.gif) |