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Sounds like another case for a switchable feature. The difference in
layered planes each with a single filtered texture and a layered texture
on one plane is very noticeable. I always thought of it in terms of a
shadowlessness between the layers of a texture versus the physically
separate ones.
Nathan Kopp wrote:
>
> Ken wrote:
> >
> > I understand. I just thought you might take note that this particular
> > experiment had some adverse results. You mention merging with the Super
> > Patch. Will this include the photon mapping features as well as the rest
> > of the odds and ends with the experimental version ? What will you omit
> > with the merge if anything and are there any last minute additions ?
> > Any chance you will have dispersion fired up in time ?
>
> Actually, dispersion does work now... if you specify a color_map in your
> light source, the colors in the color_map will be dispersed. I don't
> have any default color maps, but I want to have some available for the
> final release (whenever that is).
>
> When I merge with the superpatch, you'll probably only get the photon
> mapping stuff. My experimental stuff will stay in my experimental
> compile.
>
> I did notice this bug earlier (in Dave Cook's ring), but I didn't
> make it a priority at that time. I just was playing with it and here's
> what I did:
>
> When you use 'filter' in the official version of POV, the layers are NOT
> filtered, they are TRANSMITTED!!! Try it... render your image, then
> change all of the 'filter' keywords to 'transmit' and render again. You'll
> get the exact same texture... I just tested it in 3.1a.
>
> The filter keyword only makes a difference for the FINAL filter for the
> sum of all textures (for objects that you see through this object).
>
> I didn't think this was such a good idea, so I changed it. The version
> of UVPov that you have still has a bug (things are too dark). But
> what I have now acts the way I (only my humble opinion, of course) think
> that it SHOULD act. Filter will filter layers below it. So things still
> look different (old scenes and all of the standard textures look
> very different).
>
> So.. when I merge with the superpatch, I won't merge this change, since it
> breaks lots of scenes, but I will leave it in my experimental compile.
>
> Comments?
>
> -Nathan
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