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I've looked into your code to properly test the candle in the actual
environment, and this is what I've found: you forgotten to move the plank by
z*plank_thickness in the end. The thickness points towards the camera and
thus extends from z=2.5 towards z=2.1, so I've just added plank_thickness in
the last translation. Below is the code, you can easily spot the difference
from your to my version:
// Rear plank
object {
IW_Plank_RoundW (
17,
(box_nx*box_x+(box_nx+1)*plank_thickness), plank_thickness,
box_ny*box_y+(box_ny+1)*plank_thickness,
2, 0, 0.05, 0.0035,
pigment { P_IW_10 color_map {CM_IW} scale 5} , Fin_W_02 , No_Normal, 2
)
rotate x*-90
translate -x*(box_nx*box_x+(box_nx+1)*plank_thickness)/2
translate z*(box_z+plank_thickness) // <= Updated here
}
Attached is the small snippet showing the candle from a 500x500 render with
only the candle traced. Required about 5 minutes on my 2.4Ghz XP+ and
shouldn't affect the rendering times of the others boxes as the lightsource
of the candle is pretty much contained in the box.
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> Ooopps, didn't notice. I will try to fix the code.
>
> Nico
>
> Tim Nikias v2.0 wrote:
> > Perhaps I'll have another go with the ESR-Macro just to have some
results to
> > compare. During the process of creating the Subsurface-Scattering I've
> > noticed that the back of the balls intersect with the wooden board...
Care
> > to fix that?
> >
>
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