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Hi,
I post the source code for my glass problem.
Any suggestions?
Thks,
JSR.
Post a reply to this message
Attachments:
Download 'glass scene.zip' (268 KB)
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"JSR" <jsr### [at] gmailcom> wrote:
> Hi,
> I post the source code for my glass problem.
> Any suggestions?
> Thks,
>
> JSR.
Having problem opening zip. Try just pasting the text maybe...
-tgq
Post a reply to this message
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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "JSR" <jsr### [at] gmailcom> wrote:
> > Hi,
> > I post the source code for my glass problem.
> > Any suggestions?
> > Thks,
> >
> > JSR.
>
> Having problem opening zip. Try just pasting the text maybe...
>
> -tgq
The source is too large to post without compression.
Try this.
JSR.
Post a reply to this message
Attachments:
Download 'glass_scene.zip' (99 KB)
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"JSR" <jsr### [at] gmailcom> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > "JSR" <jsr### [at] gmailcom> wrote:
> > > Hi,
> > > I post the source code for my glass problem.
> > > Any suggestions?
> > > Thks,
> > >
> > > JSR.
> >
> > Having problem opening zip. Try just pasting the text maybe...
> >
> > -tgq
>
> The source is too large to post without compression.
> Try this.
>
> JSR.
Sorry, but this is very hard to work with, all individual meshes and almost
impossible to debug. It's likely that there is a problem in the mesh
construction, it is far better to have it unified as a single mesh object.
The best I could do is play with max_trace_level. Each side of the glass
should have 2 surfaces to work properly, so setting mtl to 2 should keep
the top where only the rear surfaces are visible (i.e. 2 surfaces) clear
and the rest of the bowl black (i.e. 4 surfaces), however they are all
black. Setting mtl to 3 makes it clear. Again, setting to 4 should make
the whole bowl clear, however it doesn't. The testing indicates that your
glass has 3 surfaces around the bowl rather than 2, which makes the ray
interpret the inside/outside incorrectly.
Hope this is helpful.
-tgq
Post a reply to this message
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> Sorry, but this is very hard to work with, all individual meshes and almost
> impossible to debug. It's likely that there is a problem in the mesh
> construction, it is far better to have it unified as a single mesh object.
>
> The best I could do is play with max_trace_level. Each side of the glass
> should have 2 surfaces to work properly, so setting mtl to 2 should keep
> the top where only the rear surfaces are visible (i.e. 2 surfaces) clear
> and the rest of the bowl black (i.e. 4 surfaces), however they are all
> black. Setting mtl to 3 makes it clear. Again, setting to 4 should make
> the whole bowl clear, however it doesn't. The testing indicates that your
> glass has 3 surfaces around the bowl rather than 2, which makes the ray
> interpret the inside/outside incorrectly.
>
> Hope this is helpful.
>
> -tgq
Thank you,
I think that the solution maybe is to change all the 'mesh2' objects to only
one 'mesh2' object with all vertex inside. But, this solution implies to
change the source code of the program I work with. Maybe when I have enough
time...
JSR.
Post a reply to this message
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