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> Hi,
>
> looks like it is solved in my "real-life" example. The example with the boxes
> and one non-smooth triangle was made up and showed the signs of over
> compensation for the reasons you have mentioned. My actual case contains
> smooth_triangles with proper normal definition and adding "hollow" solved this
> problem right away and the objects behind transparent ones have the proper
> amount of depthcuing by fog on it.
> Thanks to all, this was rather illuminating and slightly embarrassing for me. I
> should have figured it out myself - it only goes to show that I still don't know
> the inner workings of povray that well.
>
> Cheers,
>
> Lothar
>
>
It's the "newusers" forum... It's the place to ask questions that /may/
appear sily or dumb, or are obvious oversight to more experimented users.
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