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Oki, thanks, I didn't know about this feature, cool :-)
JC
Alain wrote:
> 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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