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I am trying to make a scene with cutouts using csg.
In this example, I've taken two sphere's the smaller subtracted from the
larger to make a sphere with a hole.
If I have a light source outside of this construct, the effects are correct
(this is a glass object). here is the script:
global_settings {
photons {
count 200000
autostop 0
jitter .4
media 100
max_trace_level 10
}
}
#include "colors.inc"
#include "textures.inc"
camera {
location <0, 2, -10>
look_at <0, 1, 2>
}
light_source {
<1,2,-3>
color White
photons {
refraction on
}
}
difference {
sphere {
<0,1,0>
1
}
sphere {
<0,1,0>
.9
}
inverse
texture {
pigment { color <1,1,1,.9> }
}
interior {
ior 1.5
}
photons {
target
refraction on
}
}
plane {
y,-1
texture { pigment { color White } }
}
Now if the light is repositioned to <0,1,0> it doesn't seem to produce the
expected result.
There must be a simple solution to this problem. Can somebody please help
me with it? Thanks,
Lee
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On Wed, 19 Nov 2003 15:53:51 -0600, Lee Brown
<mr_### [at] acruelandbeautifulworldcouk> wrote:>
> difference {
> sphere {
> <0,1,0>
> 1
>
> }
> sphere {
> <0,1,0>
> .9
>
> }
> inverse
> ...
What is the inverse doing there? Now you are creating a glass filled scene
with a small spherical shell without glass. As you perhaps notice the
rendering messages warn you of a camera inside a non-hollow object.
> Now if the light is repositioned to <0,1,0> it doesn't seem to produce
> the
> expected result.
I don't know what effect you expect, but that seems to be the right
behavior. (In the center of your "sphere construction" the light won't
bend and focus to a bright area on the ground)
--
light_source{20*y,1}#macro _(M,X,Y,P)#macro L(N,D)#if(N)#declare
P=P+D;box{-
0.5,0.5translate z*mod(9*P.gray,4)pigment{rgb P}rotate 45*x+clock*y
translate
P}L(N-1,D)#end#end#if(M)L(mod(M,8)<mod(X,3)mod(Y,3)1>-1)_(div(M,8)div(X,3)div
(Y,3)P)#end#end _(2301603551,12850,60365,20*z-5*x)plane{y,-9pigment{rgb 1}}
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