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Hi!
I have been playing around a bit with media, and it turned out ugly as
expected ;-). Here is the object source (The random point vector is an
example from the doc, but this can be improved):
sphere_sweep {
cubic_spline
#declare SphereNumber=30;
#declare Radius=0.1;
#declare Index=0;
#declare ActualPoint=<0,1,0>;
SphereNumber
#declare S1 = seed(0);
#declare S2 = seed(12345);
#declare S3 = seed(35369);
#while(Index<SphereNumber)
#declare Point=<2*rand(S1)-1, 2*rand(S2)-1, 2*rand(S3)-1>;
#declare Index=Index+1;
#while(vlength(Point) > 1)
#declare Point = <2*rand(S1)-1, 2*rand(S2)-1, 2*rand(S3)-1>;
#end
#declare ActualPoint=ActualPoint+Point;
ActualPoint,Radius
#end
texture {pigment { color rgbf <1,1,1,1.1> }}
hollow
interior {
media {
intervals 20 // number of intervals used for sampling [10]
samples 1,1 // minimum and maximum number of samples taken per
interval [1,1]
confidence 0.9 // statistic parameter higher->better quality [0.9]
variance 1.0/128 // statistic parameter lower->better quality
[1.0/128]
ratio 0.9 // distribution between lit and unlit areas [0.9]
absorption rgb<0,0,0.4> // absorbing media, block light of specified
color
emission rgb<0,0.2,0> // emitting media, emit light of specified color
method 3 // adaptive sampling
density {
agate
color_map {
[0.0 color <0,0,0>]
[1.0 color <1,1,1>]
}
}
}
}
}
Ok the media part is copied from the insert menu and worked ok for a simple
sphere (agate without color_map). I'm wondering what caused the black
artefact in the middle. Ok it's really not intelligent to place a light
source in the center of the object, but I don't expected such artefact.
Please enlighten me.
Best Regards,
Florian
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