POV-Ray : Newsgroups : povray.general : Weird artifacts from two superposed boxes perspective view : Re: Weird artifacts from two superposed boxes perspective view Server Time
30 Jul 2024 12:24:53 EDT (-0400)
  Re: Weird artifacts from two superposed boxes perspective view  
From: Reactor
Date: 15 Jan 2009 15:45:01
Message: <web.496f9fd4620d6c00eeb950fe0@news.povray.org>
"Mike" <win### [at] hotmailcom> 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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