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
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