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> ...to make use of more advanced raytracing techniques such as media -
> and may have to content myself for the rest of my life with beginner's
> scenes!
>
> I'm still not able to produce planetary rings through which light is
> scattered also to the unlit side... here is the code (no, it's just a
> test scene, not a real Saturn!), and below two scenes showing the lit
> and unlit side of the rings!
>
> // beginning of code
>
> global_settings
> {
> max_trace_level 10
> }
>
> union
> {
> sphere
> {
> 0, 1
> texture
> {
> pigment { color rgb <0.6, 0.4, 0> }
> finish { ambient 0.02 diffuse 1 brilliance 0.8 }
> }
> }
> difference
> {
> cylinder
> {
> <0, -0.001, 0>, <0, 0.005, 0>, 3.68
> }
> cylinder
> {
> <0, -0.0011, 0>, <0, 0.0011, 0>, 1.75
> }
> hollow
> pigment { rgbt 1 }
> interior
> {
> media
> {
> emission 1/36800
Remove that emission. The rings have NO intrinsic glow, they ONLY react
to incomming light.
As long as you keep this emissive media, you'll have problems.
> scattering
> {
> 1, 1
Tune that way down. Start value: 1/10000
You probably need something more like: 1/36800
> // eccentricity -0.4
> extinction 1
> }
> density
> {
> cylindrical
> color_map
> {
> [0 rgbf <1, 0.8, 0.7, 0.2> ]
> [0.1 rgbf <1, 0.8, 0.7, 0.2> ]
> [0.1 rgbf <0.1, 0.3, 0.1, 0.5>]
> [0.17 rgbf <0.1, 0.3, 0.1, 0.5>]
> [0.17 rgbf <0.85, 0.89, 0.94, 0.3>]
> [0.18 rgbf <0.85, 0.89, 0.94, 0.3>]
> [0.18 rgbf <0.99, 0.93, 0.45, 0.4>]
> [0.26 rgbf <0.99, 0.93, 0.45, 0.4>]
> [0.26 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
> [0.36 rgbf <0.5, 0.23, 0.61, 0.5, 0.4>]
> [0.36 rgbf <1, 0.92, 0.93, 0.3>]
> [0.45 rgbf <1, 0.92, 0.93, 0.3>]
> [0.45 rgbf <0, 0, 0, 1>]
>
> }
> scale 3.68
> }
> }
> }
> }
> rotate <2, 7, 0>
> scale 10000
> translate z*50000
> }
>
>
> light_source
> {
> <500000, 2500, 5000>
> color rgb 1
> }
>
> camera
> {
> location <1.5, 1.5, 0.12>
> look_at 1.5
> angle 60
> }
>
> // end of code
>
> See you in Khyberspace! (learning Pashto seems to be easier than using
> media!)
>
> Yadgar
>
Bad:
I don't know why you keep that emissive media.
Good:
You scaled it's density down correctly.
Bad:
You forgot to scale down the density of the scattering media by an
aquivalent amount.
Alain
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