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Hi Simon,
Do you have the 'hollow' keyword in your object? You don't mention it in
your posts, so it may have slipped your mind.
Use as
object {
My_Object
texture { ... }
interior { ... }
hollow
}
Also, to speed up tests I usually have a fast approximation set up, such
as
media {
#if (Test)
intervals 1
samples 3,3
absorption 1
emission 1
#else
intervals 3
samples 5,5
scattering { 2, rgb 1 extinction 1 }
#end
density { ... }
}
then set Test to true for a fast test or false for a propper render.
I don't usually use scattering as well as absorption/emission in one
media, though you can for certain effects.
Bye for now,
Mike Andrews.
Simon Lemieux wrote:
>
> > I assume you want the halo effect seen around light sources in fog...
> > You need to use one of the scattering functions other than isotropic.
> > Mie hazy and Mie murky(types 2 and 3) should work well. Rayleigh(4)
> > might work under some circumstances, Heyney-Greenstein(5) could give you
> > more control over the size of the "halo".
>
> Here, I've tried the code below, but it doesn't give me anything, my object is
> plain transparent and we can see some darkened outline, but that looks more like
> a bug since the object is pigment {rgbf 1}...
>
> texture {
> pigment { color rgbf 1 }
> }
> interior {
> media {
> absorption 1
> emission 1
> scattering { 2, rgb 1 extinction 1 }
> }
> }
>
> Is there any global_settings I need to turn on to see a cloud? Is there
> something I'm missing?
>
> Thanks,
> Simon
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