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"Mike" <win### [at] hotmail com> wrote:
> I actually have known all about not having coincident surfaces. I was trying a
> bunch of different things to make the object look correct, even with a small
> spacing it does not work. It seems like it might be blowing out the max trace
> level in the bottom box which is supposed to be clear, but only the top half
> is. Then it seems this problem creates a weird shadow in the top box. I guess
> I accidentally posted the code in which the two are coincident. Here is the one
> where they are not. This should work, but it does not look right? Is there any
> way to post a picture here rather than you all having to compile it to see what
> I am saying.
>
> Thanks,
> Mike
I tried your scene. It is kind of neat, I am having fun with it. I see the
black parts your are talking about, and they are max_trace_level artifacts.
There are two separate patches that are not rendering correctly. To
troubleshoot this scene, I first commented out the HeavyLiquidRegion object to
work with the alcohol region. The alcohol region is hovering above the plane,
presumably to avoid the coincident surfaces issue. I think the scene is more
correct when you extend that part below the plane. I changed the AlcoholRegion
declaration to this:
#declare AlcoholRegion=
box { <-1.899, -0.2, -1.899>, <1.899, 3, 1.899>
material { MaterialAlcohol }
interior {
ior 1.3800
}
}
The -0.2 y value puts the bottom edge below the plane, and the AlcoholRegion now
renders more correctly.
I did the same thing for the HeavyLiquidRegion object, changed it to:
#declare HeavyLiquidRegion=
box { <-1.899, 2.9999, -1.899>, <1.899, 5, 1.899>
material { HeavyLiquid }
interior {
ior 1.4
}
}
I also changed the diffuse component and the roughness value from 0 to 1 in both
of their finishes. These changes looks more correct to me, as they remove the
black bars. I am now adding photons, and it looks pretty cool.
HTH,
-Reactor
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