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In lugnet.cad, Timothy Gould wrote:
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This POV is kind of trippy
There seems to be an awful lot of refraction looking through that canopy,
incidentally, and some unexpected opacity in the front. I see povray did
print a bunch of parse warnings related to refraction, and two rendering
warnings:
Rendering Warning: Camera is inside a non-hollow object. Fog and participating media may not work as expected.
Possible Rendering Error: Maximum trace level reached! If your scene contains black spots read more about the max_trace_level setting in the documentation!
so there are still some things to figure out.
Thanks,
Jim
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Hi Jim,
The second error there is certainly to blame for the opacity. You need to add
a line
global_settings { max_trace_level N }
where N is high enough (probably 8 will do). Partially this is because LDraw
parts are constructed of surfaces rather than solid blocks of material so
that you end up passing through at least two transparent objects every time
you go through a clear brick.
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Thanks for the tip, Tim! The point about LDraw (and POV-Ray) objectives being
comprised of surfaces rather than solids is worth keeping in mind, too.
After re-rendering the little test scene with max_trace_level set to 8, I
realized that the front part of the canopy I had previously considered opaque
is indeed transparent - the curvature of the canopy makes the nose of the ship
appear to bubble up in front:
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Of course opacity is not neccessarily all that incorrect as a quick glance at
a brick built windscreen will show :)
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I suppose not. I had just hoped this windscreen brick would present a more plausible internal perspective!
On an unrelated note, did you ever see my question
here about the sticker vectorization tool
you announced here? Im just curious what
became of it because I havent been able to find any other information about it.
Be well,
Jim
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