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"Kenneth" <kdw### [at] earthlink net> wrote:
> Running your code example in v3.6.1c, I wasn't able to reproduce the
> problem--the scene is dark (as would be expected with the light being inside the
> closed sphere.)
>
> However, I constructed a somewhat similar CSG test scene of my own--and I'm
> running into some decidedly odd behavior (different from your problem, though
> they might be related.) Will post more about it ASAP, as soon as I can make
> sense of it...
I finally found a workaround to your problem--although it doesn't use a CSG
sphere, unfortunately. (I'm still trying to understand the weird problems I'm
seeing there.) I found success using a sphere with clipped_by objects to make
the holes. Basically like this:
sphere{0,1
pigment{rgb 1}
clipped_by{box{0,1 inverse translate -.5 scale .35 translate <1,0,0>}}
clipped_by{sphere{0,1 inverse scale .3 translate <0,0,-1>}}
rotate 20*y
translate 1*y
}
The INVERSE keywords are important--otherwise, the lighted media shows up all
over the scene (as you mentioned with your example--which makes me think that
your problem with a CSG sphere may have something to do with 'inverse.' Just a
guess at this stage.)
Here's a simple but complete test scene, which runs OK in v3.6.1. I posted an
image over at p.b.i. Try running it in beta 39 to see if you get the same
results I did. NOTE that the sphere and its inner light are not 'coupled
together' in a union, but are independent. (I don't know if that makes any
difference, though.) Also: I added some background objects for the media to show
up against--yes, they *are* necessary here, I was mistaken about that.
(Although, there's a special situation where they are NOT necessary, and I'm
still trying to understand why; but that's unimportant for now.)
Ken
----- test scene -----
//global_settings{assumed_gamma 2.2}
camera {
perspective
location <3, 3, -5>
look_at <.1, .8, 0>
right x*image_width/image_height
angle 67
}
// two test lights--outside of sphere, just to give scene some visibility.
light_source {
0*x
color rgb <1,1,1>*.04
translate <-20, 40, -20>
}
light_source {
0*x
color rgb <1,1,1>*.04
translate <20, 40, -20>
}
// point_light INSIDE sphere, centered in it.
light_source {
0*x
color rgb 1*<1,.5,.5>
translate <0,1,0>
}
// background objects, for media to show up against
plane{y,0 pigment{checker scale 1}}
box{0,1 translate <-.5,0,0> scale <1000,1000,.01>
texture{
pigment{bozo scale 2}
finish{ambient .1 diffuse .4}
}
translate <0,-1,50>
}
// the sphere with the holes
sphere{0,1
texture{
pigment{gradient y sine_wave frequency 10}
finish{ambient .1 diffuse .9}
}
clipped_by{box{0,1 inverse translate -.5 scale .35 translate <1,0,0>}}
clipped_by{sphere{0,1 inverse scale .3 translate <0,0,-1>}}
rotate 20*y
translate 1*y
}
// the atmospheric media
media{
scattering {1,rgb 1.0*<.7,1,.7> extinction .1}
method 3
intervals 1
samples 300
jitter .05 // Optional. BTW, this can go past 1.0
}
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