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In article <3E8BA51F.B3457614@comcast.net>,
Gwen & Emory Stagmer <emo### [at] comcast net> wrote:
> You're absolutely right, that's the way it works. It's a well known
> problem with all ray-tracers, not just POV. One solution is to make
> single-surface solids with meshs or triangles. Since these have no
> thickness, they have no second side for the ray to exit against and
> transition from your 'glass' to 'air' before going to the 'water'.
> It's messy to create and still have all the solids you want, but
> that's the best solution I know of...
That will not work properly. Besides being unnecessarily difficult, your
solution gives very incorrect results. The exiting surface is necessary
for POV to account for exiting the shape, if it hits a glass object, it
considers itself inside that object until it hits it again. The correct
solution is to just overlap the shapes.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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