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Thanx, man! I never thought about the sphere thing, and...and... well
just plain thanx.
Chris Huff wrote:
>
> In article <38E8FA5B.5FC655C4@netvision.net.il>, Lewis
> <nle### [at] netvisionnetil> wrote:
>
> > The scene file in included, but here is the code of the media I used:
> >
> > media
> > {
> > intervals 10
> > samples 5, 5
> > confidence 0.9
> > variance 1/128
> > ratio 1
> > scattering {1, rgb <0.1,0.1,0.1> extinction 1}
> >
> > }
> >
> > help! The white stuff covers the whole image, denser when there is
> > something closer. I also included the image without media.
>
> Well, first, your media isn't contained by any object. This makes it
> somewhat unpredictable, and doesn't work well for the background areas,
> so I put it in a sphere.
> Second, you seem to be using MegaPOV, so you might as well use method 3
> media. You can get smoother results with lower settings and much faster
> rendering this way.
> Finally, your media is *way* too dense. I decreased it to 1/20th of what
> it was. Here is my version of the media, you might want to fine-tune the
> density and extinction:
> sphere {<0,0,0>, 1 scale < 1000, 150, 1000>
> texture {
> pigment {color rgbf <1,1,1,1>}
> }
> interior {
> media {
> intervals 1
> samples 5, 5
> confidence 0.9
> variance 1/128
> ratio 1
> scattering {1, rgb 0.005 extinction 0.6}
> method 3
> aa_level 4 aa_threshold 0.1
> }
> }
> hollow on
> }
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] yahoocom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Web page: http://chrishuff.dhs.org/
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