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How do I fix these dark spots around the stars? I'm only using one absorbing
media, and it's for the shadows in the nebula.
Image: http://i.imgur.com/uSiDBfL.png
Code:
global_settings {
max_intersections 128
max_trace_level 32
}
#declare blueSize = seed(934);
#declare randBlueSize = (rand(blueSize)+0.5);
#declare blueStar = union {
sphere {
0
0.3
pigment { bozo scale 0.1 turbulence 2 color_map {[0 rgb <0.1,0.4,1>][1 rgb
<0.1,0.2,0.5>] } }
finish { ambient 10 }
}
sphere {
0
1
hollow
pigment { rgbf 1 }
interior { media { emission rgb <0.3,0.7,1>
density {
spherical
color_map {[0 rgb 0][0.7 rgb <0.5,0.7,1>]}
}
}}
finish { ambient 1 }
}
}
#declare Amount = 1000;
#declare Seed = seed(134);
#declare MinExtent = <-100, -100, -100>;
#declare MaxExtent = <100, 100, 100>; // Modify as desired
#declare Index = 0;
#while(Index < Amount)
object
{ blueStar scale 0.2*randBlueSize
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
#declare whiteSize = seed(897);
#declare randWhiteSize = (rand(whiteSize)+0.5);
#declare whiteStar = union {
sphere {
0
0.3
pigment { bozo scale 0.1 turbulence 2 color_map {[0 rgb 0.5][1 rgb 1] } }
finish { ambient 10 }
}
sphere {
0
1
hollow
pigment { rgbf 1 }
interior { media { emission rgb <0.3,0.7,1>
density {
spherical
color_map {[0 rgb 0][0.7 rgb 0.6]}
}
}}
finish { ambient 1 }
}
}
#declare Amount = 1000;
#declare Seed = seed(1340);
#declare MinExtent = <-100, -100, -100>;
#declare MaxExtent = <100, 100, 100>; // Modify as desired
#declare Index = 0;
#while(Index < Amount)
object
{ whiteStar scale 0.2*randWhiteSize
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
#declare redStar = union {
sphere {
0
0.3
pigment { bozo scale 0.1 turbulence 2 color_map {[0 rgb <1,0.4,0.1>][1 rgb
<0.5,0.2,0.1>] } }
finish { ambient 10 }
}
sphere {
0
1
hollow
pigment { rgbf 1 }
interior { media { emission rgb <0.3,0.7,1>
density {
spherical
color_map {[0 rgb 0][0.7 rgb <1,0.7,0.5>]}
}
}}
finish { ambient 1 }
}
}
#declare redSize = seed(875);
#declare randRedSize = (rand(blueSize)+0.5);
#declare Amount = 1000;
#declare Seed = seed(13400);
#declare MinExtent = <-100, -100, -100>;
#declare MaxExtent = <100, 100, 100>;
#declare Index = 0;
#while(Index < Amount)
object
{ redStar scale 0.2*randRedSize
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
#declare cameraPosition = ((clock-0.5)*2)*30;
camera {
location <0.0, 0, cameraPosition>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
}
sphere{
0
20
texture{
pigment{ rgbf 1}
}
interior{
media{
method 3
samples 30
emission <1,0.6,0.1>
density{ wrinkles
color_map {
[0.00 rgb 0]
[0.50 rgb 0.05]
[0.65 rgb 0.1]
[0.75 rgb 0.5]
[1.00 rgb 0.2]
}
turbulence 0.9
octaves 10
omega 0.6
scale 11
}
density{ spherical
color_map {
[0.0 rgb 0]
[0.5 rgb 0.5]
[1.0 rgb 1]
}
scale <1,1,1>*20
}
}
media{
method 3
samples 30
emission <0.6,0.7,0.1>
density{ wrinkles
color_map {
[0.00 rgb 0]
[0.65 rgb 0.0]
[0.75 rgb 0.2]
[1.00 rgb 0.1]
}
turbulence 0.9
octaves 10
omega 0.6
scale 10
}
density{ spherical
color_map {
[0.0 rgb 0]
[0.5 rgb 0.5]
[1.0 rgb 1]
}
scale <1,1,1>*20
}
}
media{
method 3
samples 30
absorption rgb 2
density{ wrinkles
color_map {
[0.00 rgb 0]
[0.50 rgb 0.05]
[0.65 rgb 0.1]
[0.75 rgb 0.5]
[1.00 rgb 0.2]
} // end color_map
turbulence 0.8
octaves 10
omega 0.6
scale 12
}
density{ spherical
color_map {
[0.0 rgb 0]
[0.5 rgb 0.5]
[1.0 rgb 1]
}
scale <1,1,1>*20
}
}
media{
method 3
samples 30
emission <0.3,0.6,0.5>
density{ wrinkles
color_map {
[0.00 rgb 0]
[0.50 rgb 0.01]
[0.65 rgb 0.05]
[0.75 rgb 0.25]
[1.00 rgb 0.1]
}
turbulence 2
scale 50
}
density{ spherical
color_map {
[0.0 rgb 0]
[0.5 rgb 0.5]
[1.0 rgb 1]
}
scale <1,1,1>*20
}
}
}
hollow
}
#declare Amount = 256;
#declare Seed = seed(347);
#declare MinExtent = <-30, -30, -30>;
#declare MaxExtent = <30, 30, 30>;
#declare Index = 0;
#while(Index < Amount)
object
{ blueStar scale 0.2
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
#declare Amount = 128;
#declare Seed = seed(903248);
#declare MinExtent = <-10, -10, -10>;
#declare MaxExtent = <10, 10, 10>;
#declare Index = 0;
#while(Index < Amount)
object
{ blueStar scale 0.2
#declare RandVector = <rand(Seed), rand(Seed), rand(Seed)>;
translate MinExtent + (MaxExtent - MinExtent) * RandVector
}
#declare Index = Index + 1;
#end
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