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Here's a simple rewrite that fixes the problem. Just look for the ***:
#include "colors.inc"
camera {
location <-10, 8, -19> look_at <0, 5, 0> angle 75
}
light_source { <-.3, 19, .3> color rgb 0.5 atmosphere off }
// background { color rgb <0.2, 0.4, 0.8> }
sky_sphere{ pigment {color rgb <0.2, 0.4, 0.8> } }
light_source {
<40, 25, 0> color rgb <1, 1, .8>
spotlight
point_at <0, 5, 0>
radius 20
falloff 20
atmospheric_attenuation on
}
union {
difference {
box { <-21, -1, -21>, <21, 21, 21> }
box { <-20, 0, -20>, <20, 20, 20> }
box { <19.9, 5, -3>, <21.1, 15, 3> }
}
box { <20, 5, -0.25>, <21, 15, 0.25> }
box { <20, 9.775, -3>, <21, 10.25, 3> }
pigment { color red 1 green 1 blue 1 }
finish { ambient 0.2 diffuse 0.5 }
}
// Comment the atmosphere out to see the blue sky thru the window
atmosphere {
type 1
color rgbt <1, 1, 1, .8> /*** adding some tranparency will keep the
background from being washed out*/
samples 5 // very low value to speed rendering for test
distance 80
scattering 0.01
}
// x-y-z axes
cylinder { -100*x, 100*x, .03 pigment {Gold} finish {ambient .8}}
cylinder { -100*z, 100*z, .03 pigment {Gold} finish {ambient .8}}
cylinder { -100*y, 100*y, .03 pigment {Gold} finish {ambient .8}}
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