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  1. Help! I can't get around this plastic cover over my glowing bricks! Every object appears to have a skin... I've created a simple box with the same parameters and it glows fine. #version 3.6; #declare ldd_level_of_detail = 3; #declare ldd_light_color = <255/255,255/255,255/255>; #declare ldd_color_variance = 2.00; #include "ldd_default_colors.inc" #include "ldd_default_materials.inc" #include "ldd_part_materials.inc" #include "ldd_part_bevels.inc" #include "ldd_part_position_variances.inc" #include "ldd_main.bin" #declare ldd_camera_transformation = transform { matrix <0.70710676908493042,0,-0.70710676908493042,-0.40824830532073975,0.81649661064147949,-0.40824830532073975,0.5773501992225647,0.57735037803649902,0.5773501992225647,11.132489204406738,11.132489204406738,11.132489204406738>} #declare ldd_camera_location = ldd_vtransform(<0, 0, 0>, ldd_camera_transformation); #declare ldd_camera_distance = 19.282037734985352; #declare ldd_camera_look_at = ldd_vtransform(<0, 0, -ldd_camera_distance>, ldd_camera_transformation); #declare ldd_camera_angle = ldd_default_camera_angle; #declare ldd_model_transformation = transform { translate <0,0,0> } #include "ldd_3005.bin" #include "rad_def.inc" global_settings { assumed_gamma 1.4 max_trace_level 50 adc_bailout 0.01/2 radiosity { Rad_Settings(Radiosity_OutdoorHQ, on, on) } } //background { color rgbft <255/255, 255/255, 255/255, 1, 1> } light_source { <100,100,0> color 40/100*ldd_light_color area_light 5, 5, 10, 10 adaptive 1 jitter circular orient transform { ldd_camera_transformation } } /* light_source { <-100,100,0> color 40/100*ldd_light_color area_light 5, 5, 10, 10 adaptive 1 jitter circular orient transform { ldd_camera_transformation } } light_source { <0,100,0> color 40/100*ldd_light_color area_light 5, 5, 10, 10 adaptive 1 jitter circular orient transform { ldd_camera_transformation } } */ camera { right -(image_width/image_height)*x location ldd_camera_location look_at ldd_camera_look_at angle ldd_camera_angle } #declare ldd_model1 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-1.2000000476837158,0,-0.40000000596046448}}) #declare ldd_model2 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-1.2000000476837158,0.95999997854232788,-0.40000000596046448}}) #declare ldd_model3 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-0.40000003576278687,0,-0.40000000596046448}}) #declare ldd_model4 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,0.39999997615814209,0,-0.40000000596046448}}) #declare ldd_model5 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-1.2000000476837158,0,0.40000000596046448}}) #declare ldd_model6 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-0.40000003576278687,0,0.40000000596046448}}) #declare ldd_modelz = union { object{ldd_model1} object{ ldd_model4 pigment{ color rgbf <1, 1, 1, 1>} hollow interior{ media{ emission <1.0,0.1,0.5>*7 } } finish { emission <1.0,0.1,0.0>*7 ambient 1 } } } ldd_modelz ldd_statistics() plane { y, min_extent(ldd_modelz).y texture { pigment { color ldd_colors[1] } } }
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