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"Rune" <run### [at] mobilixnetdk> wrote in message
news:3bb4fb39@news.povray.org...
>
> Yes, as I understand it, the problem is that the normal pertubation makes
> the "highlight ray" (in some ways similar to a reflected ray) go *through*
> the surface when it should be confined to one side from where it came.
>
> However, if the "highligt ray" is blocked by *another* surface, then it
> really is blocked - as it should be.
>
> A box of zero depth works as just a single surface. The effect can be seen
> with any object, provided that no surfaces are blocking the "highlight
ray".
> For example you can also get the effect with a sphere if you place the
> camera outside the sphere and the light_source inside the sphere.
Okay, I was going to check on that too and saw this first. Figured it
probably was something of a single surface thing.
Checking on interior_texture just now gets rid of it, even if empty.
Related perhaps?
Bob H.
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