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Triple_R, thanks for the input! I'll play around with that and see what
happens. It seems like there would be a simple way to create this -- maybe
differencing this sphere with one that's marginally smaller would work.
Zeger, I've read the manual and, in fact, am using 'hollow' precisely because
there's fog in the scene.
"triple_r" <rre### [at] hotmailcom> wrote:
> "thisroad" <nomail@nomail> wrote:
>
> > When I run this, it appears that the sphere is always treated like a solid
> > object -- I can get the cylinder inside the sphere, or outside if I use
> > "inverse", but not the true intersection points. Deleting "hollow" doesn't
> > change the behavior. What should I do differently?
>
>
> What about this?
>
> sphere{<0,0,0>,4
> clipped_by{
> cylinder{PStart,PEnd,0.5}
> }
> pigment{rgb y}
> }
> ......
>
> - Ricky
"Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> read the manual, hollow only has meaning if you're using media or fog
>
> why is that keyword so hard to understand? seems like every beginner gets it
> wrong.
>
> Maybe for POV-Ray 4 it should be replaced by something more self-explaining,
> something like "atmosphere on" or so, dunno
>
> cu!
> --
> #macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
> sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
> #end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
> _(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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