POV-Ray : Newsgroups : povray.binaries.images : Blobs as container : Re: Blobs as container Server Time
9 Aug 2024 19:43:48 EDT (-0400)
  Re: Blobs as container  
From: Alain
Date: 17 Dec 2004 22:46:35
Message: <41c3a81b$1@news.povray.org>
JC (Exether) nous apporta ses lumieres ainsi en ce 2004-12-15 04:39... :

> errr ...
> What interior exactly did you change ? Do you have a code sample ?

The interior of each blob.

>
> JC
>
> Alain wrote:
>
>> JC (Exether) nous apporta ses lumieres ainsi en ce 2004-12-14 10:03... :
>>
>>> Hi,
>>>
>>> For my PovComp WIP, I'm trying to use blobs as liquid containers. I 
>>> have made a little scene to illustrate the problem I have.
>>> In this scene you see eight containers, on the right are two CSG 
>>> containers to check if the problem appears. On the left you have 3 
>>> series of blob container from deep on the right to shallow on the left.
>>> They are all filled with liquid, first plane, the containers are 
>>> filled with a semi sphere that is a little bigger than the hole 
>>> (which is what I would like to do) and second plane, the liquid is 
>>> 'differenced' to be a little bit smaller than the hole.
>>>
>>> As you can see all the first plane blob containers have a line 
>>> appearing at the contact between the liquid's surface and the 
>>> container. And this line gets thicker as the slope is less steep.
>>>
>>> Is this a bug ? Is it something I made wrong (I made the code 
>>> available) ? Is there any way to avoid it ?
>>>
>>> Thanks for your help,
>>>
>>> JC
>>>
>>> ------------------------------------------------------------------------ 
>>>
>>
>> You've been hit by a bad case of 
>> ray-misses-the-intersection-between-two-surfaces-and-hit-what's-behind!
>> Adding a different interior_textures to each examples give me 6 
>> differently coloured areas where you have black.
>> My render (raised the camera a bit, no radiosity, interior with 
>> ambient 1):
>>
>> Alain
>>
>> ------------------------------------------------------------------------
>
Sory for the late reply: compoter corruption :(
You need to use a texture in each object and follow it with an 
interior_texture. You can remove the default{} block completely. It 
seems impossible to add interior_texture in the default block.
Sample code:
union {
object { BBassin (0.4, 1.2) texture {
pigment {rgb 1}
#if (Radiosity)
finish {
ambient 0.0
diffuse 0.6
specular 0.3
}
#else
finish {
ambient 0.1
diffuse 0.6
specular 0.3
}
#end
interior_texture{pigment{rgb<1,0,0>}finish{ambient 1}}
}
difference { object { Water } object { BBassin (0.39,1.2) } material { 
M_Water } }
translate <-3*e,0,e>
}


Alain


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