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Hi,
In developing my first POV-Ray scene I encountered a subtle artifact and I am
not sure how to get rid of it. I have a 100% transmissive cylinder containing
identically-transformed emissive media with a cylindrical distribution. When in
front of a dark reflective texture, the edges of the cylinder appear dark (a
little bit like a shadow, but obviously not a shadow). When in front of a
brighter or flatter texture, the edges of the cylinder do not appear darker than
the surroundings--the desired effect. This artifact seems a bit stronger when
the cylinder is partially embedded in the dark-textured object. This image shows
what I mean:
http://www.freeimagehosting.net/image.php?923dd7c03e.png
Could anyone suggest what causes this, and how I might get rid of it?
The following code reproduces this scene:
background { rgb 0 }
global_settings {
max_trace_level 256 //just in case
}
//includes
#include "golds.inc"
#include "colors.inc"
//declare textures
#declare gold = texture
{
T_Gold_1C
}
camera { location <2, 2, -7> look_at <0,0,0> }
light_source {<20, 40, 10>, rgb 1.5 media_interaction off shadowless }
plane { y,-3
pigment { Blue }
finish { ambient 0 diffuse .3}
}
box { <-1,-1,-1>, <1,1,1>
texture {gold}
}
#declare med1 = media {
emission 7
intervals 1
samples 10
method 3
density {
cylindrical color_map {
[0 rgb <0,0,0>]
[1 rgb <1,0,0>]
}
}
}
#declare med1cont = cylinder {
<0,1,0>, <0,-1,0>, 1
pigment {rgbt 1}
}
merge {
object { med1cont
scale <.1,1.1,.1>
translate <1,0,-1>
}
object { med1cont
scale <.1,1.1,.1>
translate <0,0,-2>
}
interior {
media { med1
scale <.1,1.1,.1>
translate <1,0,-1>
}
media { med1
scale <.1,1.1,.1>
translate <0,0,-2>
}
}
hollow
no_shadow
}
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