Another trick you can use is to set up a 3d environment e.g. a hollow sphere, to put your objects inside. The black regions happen because the ray doesn't hit a light source (direct or indirect) - increasing the recursion depth allows more 'ray bounces' before the evaluation of whether a light source has been hit - alternatively, by adding an environment sphere around your scene, you reduce the places where a ray can end up without hitting some source of light, whether that be direct or reflected.
LeeE On Thursday 15 May 2008 18:22, Frank Brübach wrote: > dear robert, dear neil and all others:-) > short answer: the rendering times increases with "recursion depth > level 6" to 10:12 minutes (2:03 min before) for my scene... > damned;-) but a good result for the rendering picture, I love > it... have a nice evening, Frank > > -----Ursprüngliche Nachricht----- > Von: user-list@light.realsoft3d.com > Gesendet: 15.05.08 18:42:14 > An: <user-list@light.realsoft3d.com> > Betreff: RE: picture I have forgotten... :-) > > OK, if you not want the cylinders hollow, then increase the > recursion depth in the render setting properties. Try a value of > 5 or 6. Remember that increasing the recursion depth increases > render times. > > Robert > > -----Oorspronkelijk bericht----- > Van: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Namens Frank Brübach > Verzonden: donderdag 15 mei 2008 18:31 > Aan: user-list@light.realsoft3d.com > Onderwerp: RE: picture I have forgotten... :-) > > dear robert, cylinders are not hollow... ;-) I have done some > exercises with glassy textures (vsl and stand rs original > textures). - I have used for this scene two textures: brushing > and glass but I have seen the different when I have included a > sphere behind it... two textures becomes for me dark reflected > (glassy structures) and perhaps it's quite normal... > > but glass with glass becomes dark section they crossing each > other... I will make more exercises with glassy textures and > objects so I can find out where is my visual problem of the > objects... > > sometimes the objects shining nearly invisible sometimes only the > back object lying behind the first object with glassy > structures... must laugh... > > :-) not so easy to understand... > > best wishes, Frank > > -----Ursprüngliche Nachricht----- > Von: user-list@light.realsoft3d.com > Gesendet: 15.05.08 18:08:36 > An: <user-list@light.realsoft3d.com> > Betreff: RE: picture I have forgotten... :-) > > Have you tried to make the cylinders hollow? That would > definitely reduce the effect. > > Beste gruesse, > Robert > > -----Oorspronkelijk bericht----- > Van: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Namens Frank Brübach > Verzonden: donderdag 15 mei 2008 18:05 > Aan: user-list@light.realsoft3d.com > Onderwerp: picture I have forgotten... :-) > > dear rs friends:-) how can I avoid the double through shining > (don't know the right word in english, sorry) of glassy textures? > I mean my both cylinder objects right side in my scene... I have > attached it... best regards, frank > _________________________________________________________________ >________ In 5 Schritten zur eigenen Homepage. Jetzt Domain sichern > und gestalten! Nur 3,99 EUR/Monat! > http://www.maildomain.web.de/?mc=021114 > > > > > > > _________________________________________________________________ >______ Jetzt neu! Schützen Sie Ihren PC mit McAfee und WEB.DE. 30 > Tage kostenlos testen. > http://www.pc-sicherheit.web.de/startseite/?mc=022220 > > > > > > > _________________________________________________________________ >____ Unbegrenzter Speicherplatz für Ihr E-Mail Postfach? Jetzt > aktivieren! > http://freemail.web.de/club/landingpage.htm/?mc=025555