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I'm getting a lot of graphical artifacts when rendering the following scene.
The pigment appears speckled or mottled. I wasn't sure if this was a bug, or
if I was doing something wrong. I've tried it in 3.6.1 and the 3.7 beta with
no difference.
global_settings
{
assumed_gamma 1.0
radiosity
{
brightness 0.3
}
}
background {rgb 1}
light_source
{
<0, 0, 0>
color rgb <1, 1, 1>
translate <-30, 30, -30>
}
light_source
{
<0, 0, 0>
color rgb <1, 1, 1>
translate <-30, 30, -30>
rotate y * 90
}
camera
{
location x*8
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
rotate z*30
rotate y*-65
}
sky_sphere
{
pigment
{
gradient y
color_map
{
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
//------------------------------------------------------------------------------Pigments
#declare plane1P = pigment
{
gradient x
color_map
{
[0 rgb <0, 0, 0>]
[1 rgb <1, 0, 0>]
}
}
#declare plane2P = pigment
{
gradient y
color_map
{
[0 rgb <0, 0, 0>]
[1 rgb <0, 1, 0>]
}
}
#declare plane3P = pigment
{
gradient z
color_map
{
[0 rgb <0, 0, 0>]
[1 rgb <0, 0, 1>]
}
}
#declare averageP = pigment
{
average
pigment_map
{
[plane1P]
[plane2P]
[plane3P]
}
translate -x/2
translate -y/2
translate -z/2
scale 2
}
//------------------------------------------------------------------------------CSG
objects
#declare sRadius = 1 ;
#declare sCenter = < 0 , 0 , 0 > ;
difference
{
box
{
sRadius * -1, sRadius
}
box
{
sCenter, sRadius
scale 1.00001
}
texture
{
averageP
finish
{
ambient 1
}
}
translate y * 0.001
}
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The gradient patterns change from a value of 1 to 0 right at the edge of
your object's surface. In some places, it's coming up with a value of 1, and
in others 0, causing speckling.
You can fix this by either using sRadius = 0.9999, or by adding "translate
.0001" within your texture{} block (as opposed to outside of the texture
block, where it is now).
- Slime
[ http://www.slimeland.com/ ]
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"Slime" <fak### [at] emailaddress> wrote:
> The gradient patterns change from a value of 1 to 0 right at the edge of
> your object's surface. In some places, it's coming up with a value of 1, and
> in others 0, causing speckling.
>
> You can fix this by either using sRadius = 0.9999, or by adding "translate
> .0001" within your texture{} block (as opposed to outside of the texture
> block, where it is now).
>
> - Slime
> [ http://www.slimeland.com/ ]
Hey! That did the trick! Thanks!
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