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Similar to the issue around "cracle" posted earlier, I get this kind of stuff in
a lot of olderish renders. Here's a stripped-down piece of ocean that exhibits
it, for example:
// -------------------
#include "functions.inc"
camera {
location <3, 1.8, 1>
look_at <0, 0, -.2>
}
light_source { <0, -20, 0> color rgb <1, .7, .3>*10 spotlight point_at 0 }
isosurface {
function { y-.5*f_wrinkles(x,y,z) }
contained_by { box { <-50,-50,-50>, <50,1,50> } }
material {
texture {
pigment { color rgbft <0.1, 0.6, 0.8, 0.6,.4> }
finish { diffuse 0.01 specular 0.6 reflection .2 conserve_energy}
}
interior {
ior 1.5
}
}
}
// -------------------
I do note that it goes away if both f and t are set to zero (but not if either
remains non-zero).
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