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In article <cja### [at] netplexaussieorg>,
Christopher James Huff <cja### [at] earthlinknet> wrote:
> In article <web.3f175787a9275eec9cfc34200@news.povray.org>,
> "oldmicah" <nomail@nomail> wrote:
>
> > I'm trying to simulate a pair of glasses with a cracked lens. My first
> > thought was to split the lens into several pieces, and then, when put
> > together, they would nicely simulate the broken glass of the lens. The
> > problem is that in the intersection between the pieces, I'm getting a black
> > area in my rendering. Reading another post, I first tried overlapping the
> > two pieces, and then tried separating them with a space, and finally tried
> > putting them flush. All three yeilded the black area in the interface.
>
> Have you tried a higher max_trace_level?
> Well, you didn't mention it, so you probably haven't. Put something like
> "global_settings {max_trace_level 20}" at the beginning of your scene.
> Basically, this tells POV to go through more transparent or reflecting
> surfaces before it stops tracing rays.
Oh, and you should probably use the air-gap method. It will simulate an
actual crack more closely, though if they are too close you may get
precision problems. There probably isn't a really accurate way of doing
this in POV, but another way might be to use a height field, mesh, or
some other irregular flat object for the crack surface, and clip it to
the lens object. This would avoid the CSG you are using, and might
simplify more complex cracks, though it doesn't accurately model real
cracks.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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