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> You may have a box, or any object, that don't have any pigment. To check
> for that case, near the begining of your scene, add:
Indeed, that was what I was thinking. However, it seems to be yet
another unexpected behaviour of my door macro. When I comment out the
object {macro} statement, the box disappears. When I run the macro,
which runs flawlessly in a short object development scene which calls
the macro from the include file, it works flawlessly, in all 4 rotations
(front view, left and right views, top view).
But of course, when I run it in my large scene, not only do I get this
mystery black box showing up, but one of my doors is ... _gone_.
I'm getting ready to just start rewriting everything in one large scene
file.
> #default{pigment{rgb<1,1,0>}finish{ambient 1}}
>
> If you now have a bright magenta box, you know that you have an object
> that don't have any pigment.
That's a good debugging technique. I'll add that to my bag of tricks.
Thanks!
> It may be caused by overlaping transparent objects. Try adding:
>
> max_trace_level 200
No, it's not that. It's a box that rotate 90 degrees and sticking back
from the edge of my doorway.
No isosurfaces.
> During debugging, make use of the +qn options to accelerate the
> rendering.
Yes, I've played with that before. So, I just got to Render - Edit
Settings / Render in the Windoze menu, and just add +q[n] to the command
line options...
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