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Kenneth wrote:
> I think you're running into some intrinsic problems (in v.3.6.1) having to do
> with spotlights and patterns (and maybe transparency as well.) These are
> always hard to nail down as to the specific cause. I posted one such problem
> awhile ago...
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.45125e6ed84b4b77cc29cf380%40news.povray.org%3E/?ttop=302031
> &toff=1350
>
> I've been following your previous post about using a 'diffusion gel' in front of
> a spotlight, to mimic real-world theater lighting. Frankly, I was wondering
> if/when you might run into such problems. *Hopefully*, I'm wrong about your
> specific problem, and that you'll find a workaround. :-)
>
> Ken W.
Unfortunately, it's not something that seems to have been fixed with the
beta. Here is a simpler test image, it renders identically in all the
version I have to test in: Windows: Offical 3.6.1 & 3.7b31 and MegaPOV
1.2.1; Mac OS X: official 3.6.1, MegaPov 1.2.1 (PowerPC)
I didn't try clipka's idea of media sampling quality yet, but here's the
code for this test image so you can verify:
//Code Start
global_settings{
#if(version < 3.7)
assumed_gamma 1.0
#end
}
#default{texture{finish{ambient 0}}}
camera{location <-10,0,-30> look_at <0,0,0>}
light_source{
20*y rgb <0.5,0.5,1.0>*100
spotlight radius 8 falloff 18
point_at 0
fade_distance 2*pi fade_power 2
}
light_source{
-30*z rgb <1,0.8,0.5>*100
spotlight radius 8 falloff 12
point_at 20*z
fade_distance 2*pi fade_power 2
}
cylinder{0,-0.001*z,0.5
texture{pigment{hexagon rgb 0, rgbt 1, rgb 0 rotate <90,0,10> scale 0.05}}
scale <5,5,1> translate -20*z
}
box{-100,100 hollow
texture{pigment{rgbt 1}}
interior{media{scattering{2,1}density{rgb 0.001}}}
}
//Code End
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Download 'fogtest3.png' (138 KB)
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