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I'm sure I'm missing something obvious here, but I can't seem to figure
out what it is. I'm trying to render a scene using HDR lighting from a
light probe, and am finding that semi (or even wholly) transparent
objects are interacting with radiosity as if they were opaque. I've
tried cranking up max_trace_level and recursion_limit to no effect.
I've included a sample scene which shows the problem. The scene
contains a bright disc as a radiosity-based light source, a white plane,
and a transparent disc slightly over the plane. Despite the fact that
the disc is completely transparent, it seems to be casting a shadow and
a get this result: http://i.imgur.com/PME9OfO.png I get similar results
for partially-transparent objects where their shadows are much darker
then they should be.
Anyone know what I'm doing wrong? I'm using Povray version
3.7.RC7.msvc.win64.
--------------
#version 3.7;
global_settings {
assumed_gamma 2.2
max_trace_level 10
ambient_light rgb 1
radiosity {
// as far as I know, these should be really high-quality settings
pretrace_start 0.08
pretrace_end 0.004
count 2000
nearest_count 9
error_bound 0.2
recursion_limit 10
low_error_factor 0.2
gray_threshold 0
minimum_reuse 0.01
brightness 1.0
adc_bailout 0.01/2
}
}
camera {
orthographic
location <0, 0, 10>
direction <0, 0, -1>
right 2*x
up 2*y
}
background {
color rgb 0
}
// set up a `light source' to cast shadows via radiosity
disc {
2*z, z, 1.0, 0.0
pigment{ color rgb 1 }
finish { diffuse 0 emission 5 }
hollow
no_image
no_shadow
scale 10000
}
// a plane for the shadows to be cast upon
plane {
z, 0
pigment { color rgb 1 }
finish { ambient 0 diffuse 1.0 }
}
// This disc is completely transparent, so why does it cast a shadow?
disc {
0.1*z, z, 0.9, 0.5
pigment { color rgbt 1 }
finish { diffuse 1 }
}
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