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When I use media on a plane that intersects another object ("intersects" in the
non-CSG sense), there is sometimes a narrow gap at the line of intersection. It
happens with blobs and isosurfaces, but not with spheres, boxes, tori, etc.
What's up with that?
Accuracy mitigates the problem with isosurfaces, but sturm has no effect on
blobs.
___________________________________________________________
global_settings { assumed_gamma 1 }
background { rgb <0.4, 0.6, 1> }
light_source { <1, 1, -1> * 1000 rgb 1 }
camera
{ angle 30
location <0, 0.5, -2.5>
look_at 0
right image_width * x
up image_height * y
}
blob
{ sphere { <-0.55, -0.3, 0>, 0.925, 2 }
sturm
pigment { rgb 1 }
}
sphere
{ <0.55, -0.3, 0>, 0.5
pigment { rgb 1 }
}
plane { y, -10 pigment { rgb 1 } }
plane
{ y, 0 hollow
texture
{ pigment { rgb 1 filter 1 }
finish { reflection { 0 1 fresnel } conserve_energy }
}
interior
{ ior 1.34
media { absorption <0.272, 0.046, 0.010> }
}
}
___________________________________________________________
In the example, a mutilated blob is on the left, and an unaffected sphere is on
the right.
Post a reply to this message
Attachments:
Download 'water_line.png' (42 KB)
Preview of image 'water_line.png'
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Cousin Ricky nous illumina en ce 2008-09-14 12:38 -->
> When I use media on a plane that intersects another object ("intersects" in the
> non-CSG sense), there is sometimes a narrow gap at the line of intersection. It
> happens with blobs and isosurfaces, but not with spheres, boxes, tori, etc.
>
> What's up with that?
>
> Accuracy mitigates the problem with isosurfaces, but sturm has no effect on
> blobs.
> ___________________________________________________________
>
> global_settings { assumed_gamma 1 }
> background { rgb <0.4, 0.6, 1> }
> light_source { <1, 1, -1> * 1000 rgb 1 }
>
> camera
> { angle 30
> location <0, 0.5, -2.5>
> look_at 0
> right image_width * x
> up image_height * y
> }
>
> blob
> { sphere { <-0.55, -0.3, 0>, 0.925, 2 }
> sturm
> pigment { rgb 1 }
> }
>
> sphere
> { <0.55, -0.3, 0>, 0.5
> pigment { rgb 1 }
> }
>
> plane { y, -10 pigment { rgb 1 } }
>
> plane
> { y, 0 hollow
> texture
> { pigment { rgb 1 filter 1 }
> finish { reflection { 0 1 fresnel } conserve_energy }
> }
> interior
> { ior 1.34
> media { absorption <0.272, 0.046, 0.010> }
> }
> }
> ___________________________________________________________
>
> In the example, a mutilated blob is on the left, and an unaffected sphere is on
> the right.
>
>
> ------------------------------------------------------------------------
>
The explanation of the problem is rather technical and long, and is related to
rounding errors.
The workaround is prety simple:
Scale everything up by 10 or more. Obviously, you then need to reduce your media
absorption by that same amount. Note, you get the same thing even if you don't
use any media.
With this sample scene, scaling up by 20 and using antialiasing elliminate the
artefacts. Without aa, scaling by 200 and you still have a few black pixels.
--
Alain
-------------------------------------------------
EVERYTHING HAS A GENDER
You may not know this but many nonliving things have a gender...
A Subway is Male, because it uses the same old lines to pick people up.
Post a reply to this message
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