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To my surprise I just uncovered something myself (using POV-Win 3.1e).
Try rendering this simple thing with and without a comma inbetween the
rgb colors in this checker pattern:
//BEGIN
#version 3.1
global_settings {assumed_gamma 1.0}
// ----------------------------------------
camera {
location <0.0, 0.5, -4.0>
direction 1.5*z
right 4/3*x
look_at <0.0, 0.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
}
}
light_source {
0*x // light's position (translated below)
color rgb 1 // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
plane { y, -1 pigment {rgb <0.7,0.5,0.3>}}
#declare MyColor1=rgb<1,.5,.25>
#declare MyColor2=rgb<.25,.5,1>
sphere { 0, 1
pigment {checker rgb 1, rgb 0} //remove comma, add comma to correct
finish{specular 1} }
//END
Ken wrote:
>
> Peter Popov wrote:
> >
> > Can anyone please explain why this:
> >
> > density { checker }
> >
> > and this
> >
> > density { checker rgb <1,0,0>, rgb <0,0,0> }
> >
> > give errors, while this:
> >
> > density { checker density { rgb <1,0,0> }, density { rgb <0,0,0> } }
> >
> > works just fine?
> >
> > Here's the whole scene:
>
> That is the correct behaviour as detailed in the docs. It is the exact
> same syntax necessary to use color list patterns in a texture statement.
> There is one very short 2 line mention of this in the docs that is a bit
> hard to find. The second example you provided is the correct way of
> specifying color list patterns in media.
>
> P.S. About a month ago I posted a study of this in povray.binaries.images.
> It provides example images and the source code showing how to use the three
> different color list patterns in a media statement.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
--
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