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In article <38E8FA5B.5FC655C4@netvision.net.il>, Lewis
<nle### [at] netvisionnetil> wrote:
> The scene file in included, but here is the code of the media I used:
>
> media
> {
> intervals 10
> samples 5, 5
> confidence 0.9
> variance 1/128
> ratio 1
> scattering {1, rgb <0.1,0.1,0.1> extinction 1}
>
> }
>
> help! The white stuff covers the whole image, denser when there is
> something closer. I also included the image without media.
Well, first, your media isn't contained by any object. This makes it
somewhat unpredictable, and doesn't work well for the background areas,
so I put it in a sphere.
Second, you seem to be using MegaPOV, so you might as well use method 3
media. You can get smoother results with lower settings and much faster
rendering this way.
Finally, your media is *way* too dense. I decreased it to 1/20th of what
it was. Here is my version of the media, you might want to fine-tune the
density and extinction:
sphere {<0,0,0>, 1 scale < 1000, 150, 1000>
texture {
pigment {color rgbf <1,1,1,1>}
}
interior {
media {
intervals 1
samples 5, 5
confidence 0.9
variance 1/128
ratio 1
scattering {1, rgb 0.005 extinction 0.6}
method 3
aa_level 4 aa_threshold 0.1
}
}
hollow on
}
--
Christopher James Huff - Personal e-mail: chr### [at] yahoocom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Web page: http://chrishuff.dhs.org/
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