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Here is a minium scene that causes the problem:
Note: I know the scene is a bit more complex that is optimal, but removing
lights and geometry on the affected parts changes the outcome, removing the
scattering media causes the problem to vanish. I've stripped out all items
and textures that are not necessary. I am still using some textures that are
pre-defined with POV-Ray.
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max_trace_level 200
#declare use_radiosity = yes;
#include "colors.inc"
#include "textures.inc"
#declare epsilon = 1.0e-10;
#macro OrangeJuiceMaterial()
#local OJ_Color = rgb <1.0, 0.8, 0.01>;
pigment {
color OJ_Color filter 1.0
}
finish {
specular 0.1 roughness 0.0001
}
interior
{
ior 1.34
media
{
absorption (1.0-OJ_Color)*2
scattering { 1, 3.0 }
method 3
}
}
photons
{
}
#end
#macro CylindricalGlass2_Liquid(r1, th1, h1, amt)
#local r = r1/h1*2;
#local th = th1/h1*2;
#local h = 2;
// This will be differenced from the solid portion of the glass
merge
{
cylinder { <0, 0.25*0.5, 0>, <0, h*amt-epsilon, 0>, r - th +
epsilon }
sphere { <0, 0.5, 0>, 0.5 scale <2*(r-th+epsilon), 0.25+epsilon,
2*(r-th+epsilon)> }
translate y*(0.2+0.05)
scale h1/2
}
#end
light_source {
<-15 , 45 , -35> color rgb<1.0, 1.0, 1.0>
area_light <10,0 ,0 >, <0,0 ,20 >, 20, 20
adaptive 0
jitter
}
light_source {< 0, 10, 5> color White
spotlight
point_at <0, 0, 5>
radius 10
falloff 30
tightness 1
}
light_source {< 10, 10, 5> color White
spotlight
point_at <10, 0, 5>
radius 10
falloff 30
tightness 1
}
light_source {< 20, 10, 5> color White
spotlight
point_at <20, 0, 5>
radius 10
falloff 30
tightness 1
}
light_source {< 5, 60, -7> color rgb <0.5, 0.5, 0.5>
area_light <10,0 ,0 >, <0,0 ,10 >, 20, 20
adaptive 0
jitter
spotlight
point_at <5, 0, -7>
radius 10
falloff 20
tightness 1
}
global_settings {
#if(use_radiosity)
// radiosity (global illumination) settings
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.01 // end pretrace at this size
count 350 // higher -> higher quality (1..1600)
[35]
nearest_count 5 // higher -> higher quality (1..10)
[5]
error_bound 1.8 // higher -> smoother, less accurate
[1.8]
recursion_limit 5 // how much interreflections are
calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last
pretrace step
gray_threshold 0.0 // increase for weakening colors
(0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples
[0.015]
brightness 1 // brightness of radiosity effects
(0..1) [1]
adc_bailout 0.01/2
normal on // take surface normals into account
[off]
media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off
[on]
//max_sample 1.0 // maximum brightness of samples
}
ambient_light 0
#end
}
camera {
location <3*3, 7*3, -26*3>
direction <0, 0, 3.0>
look_at <5, 2.25, -7 >
}
// Orange Juice, Half filled ...
#declare Juice = object {
CylindricalGlass2_Liquid(1, 0.1, 3.0, 0.5)
hollow
OrangeJuiceMaterial()
}
//--------------------------< The Kitchen Cabinet
>---------------------------
//DMFWood1 rotate <75, 0, 0> scale<50, 50, 50>
#declare CounterBody = union {
box {<-20,8,-7.5>, <20, 10, 7.5>
texture {
DMFWood1 rotate <0, 90, 0> scale<10, 10, 10>
}
}
box {<-20,-10,-7.5>, <20, -8, 7.5>
texture {
DMFWood1 rotate <0, 90, 0> scale<10, 10, 10>
}
}
box {<-20,-8,-7.5>, <-18, 8, 7.5>
texture {
DMFWood1 rotate <90, 0, 0> scale<10, 10, 10>
}
}
box {<18,-8,-7.5>, <20, 8, 7.5>
texture {
DMFWood1 rotate <90, 0, 0> scale<10, 10, 10>
}
}
box {<-1,-8,-7.5>, <1, 8, 7.5>
texture {
DMFWood1 rotate <90, 0, 0> scale<10, 10, 10>
}
}
}
#declare PanelBlank =
box {<-9,-8.5,-8 >, < 9, 8.5, -7.5 >
}
#declare Panel = difference {
object{PanelBlank}
box {<-8,-7.5,-8.1 >, < -0.5, -0.5, -7.75 >}
box {<0.5,-7.5,-8.1 >, < 8, -0.5, -7.75 >}
box {<-8,0.5,-8.1 >, < -0.5, 7.5, -7.75 >}
box {<0.5,0.5,-8.1 >, < 8, 7.5, -7.75 >}
cylinder {<-9, -8.6, -8>, <-9, 8.6, -8>, .25}
cylinder {< 9, -8.6, -8>, < 9, 8.6, -8>, .25}
cylinder {<-9.1, 8.5, -8>, < 9.1, 8.5, -8>, .25}
cylinder {<-9.1, -8.5, -8>, < 9.1, -8.5, -8>, .25}
texture {
DMFWood1 rotate <90, 0, 0> scale<1, 1, 1>
finish {
diffuse .9
brilliance .7
}
}
}
#declare Cabinet = union{
object{CounterBody}
object{Panel translate <-9.5, 0, 0>}
object{Panel translate < 9.5, 0, 0>}
}
#declare Counter = union {
union
{
box {<-40, -2, -10>, <40, 0, 10>}
cylinder {<-40, -1, -10>, <40, -1, -10>, 1}
//material{ Brown_Granite scale 2}
pigment { color rgb 1.0 }
}
}
box {<-40, -30, -8>, <40, -2, 10>
texture {
DMFWood1 rotate <90, 0, 0> scale<1, 1, 1>
}
}
object
{
plane { -z, 1 pigment { color rgb 1.0 }}
scale <1,1,4>
translate <-25, 0, 10>
}
object {Counter}
object {Cabinet translate <15, 20, 10>}
object {Juice translate <5, -epsilon, -7>}
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