|
|
Dear Johannes,
If tried this, but unfortunately this didn't help. This is an example
of source code which produces the wrong result:
/* Here it starts
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
}
background { color <0.000,0.000,0.000> }
atmosphere {
type 1
distance 40.0
color <0.8,0.8,1.0,0.0,1.0>
scattering 0.3
samples 5
jitter 0.0
aa_threshold 1.0
aa_level 3
}
camera {
location <-12.000, -20.000, 15.000>
direction <0.0, 0.0, 1.8317>
sky <0.0, 0.0, 1.0>
up <0.0, 0.0, 1.0>
right <1.33333, 0.0, 0.0>
look_at <0.000, 0.000, 0.000>
}
light_source {
<0.000, 0.000, 18.812>
color rgb <1.000, 1.000, 1.000>
spotlight
point_at <0.000, 0.000, 17.812>
falloff 9.22
radius 4.66
}
#declare Texture =
texture
{
pigment
{
color rgbft <1.0, 1.0, 1.0, 1.0, 1.0>
}
finish
{
ambient 0.0
diffuse 0.0
brilliance 0.0
phong_size 0.0
roughness 0.0
}
halo
{
emitting
linear
spherical_mapping
color_map
{
[ 0.0 rgbft <1.0, 1.0, 0.0, 0.0, 1.0> ]
[ 0.088968 rgbft <1.0, 1.0, 0.0, 0.0, 0.0> ]
[ 0.373665 rgbft <1.0, 0.0, 0.0, 0.0, 0.0> ]
[ 1.0 rgbft <1.0, 0.0, 0.0, 0.0, 1.0> ]
}
turbulence 1.0
scale 0.5
}
}
sphere
<0,0,0>,1
texture {
Texture
}
hollow
scale 2.297393
}
*/ here it ends
If I comment out the atmosphere section, the halo does show up. Maybe
you can find the error in the source code?
Thanks for your help,
Greetings,
Harmen.
Post a reply to this message
|
|