Sphere color with constant_medium #951
Replies: 5 comments
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Do you have a light in the scene? |
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Try to set the background to other colours,then see if it changes,if changes,to check the new ray direction in scatter. colour_t ray_colour(const ray_t &r,const hittable_list_t &world,const colour_t &background={0,0,0},int depth=50)
{
if(depth<=0)
return {0,0,0};
auto [is_hit,rec]=world.hit(r, 0.001, infinity);
if(is_hit==false)
return background;
... You also should make a big light sphere to hold everything,if the colour is same as background,to locate the bug. |
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Possibly related #760 |
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Good thought @Walther . |
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Converting to discussion. |
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When i tried this code of the book 2 in the book 3, no matter what color I apply it stays black.
shared_ptr<hittable> boundary = make_shared<sphere>(point3(200,150,200), 70, make_shared<dielectric>(1.5)); objects.add(boundary); objects.add(make_shared<constant_medium>(boundary, 0.2, color(1, 1, 1)));
What am i doing wrong??
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