POV-Ray : Newsgroups : povray.general : That normal question : Re: That normal question Server Time
11 Aug 2024 09:27:09 EDT (-0400)
  Re: That normal question  
From: Nathan Kopp
Date: 14 Aug 1999 12:01:59
Message: <37B5928E.EE10B03A@Kopp.com>
This could be looked at as a 'bug' or a 'feature'.  The fact of the matter is
that the apparent depth of the bumps generated by the surface normal
perturbing is not affected by the object's scaling.  You can counter this
when you apply the normal to the object by scaling it yourself.  Changing
the sphere declaration in the following way _almost_ solves the problem:

#declare Sphere =
sphere {
   0, 1
   pigment {color rgb 1}
   normal {bozo 1*Scale scale 0.2}
}

I say _almost_ because it fixes the problem for scaling larger (e.g.
Scale=100) but not for scaling smaller (e.g. Scale=0.01).

-Nathan

"Rune S. Johansen" wrote:
> 
> I have #declared a scg object made of multiple
> objects each with different textures. These
> textures contains normals of different kinds.
> 
> Now I want to use the object in a scene but the
> object is way too large so I have to scale it
> down 100 times.
> 
> But when I have scaled the object down this
> problem appears:
> All of the normals used in the object which is
> of the kind that were not original meant to be
> used in normals are now 100 times too deep
> (e.g. it looks like bozo 200 instead of bozo 2).


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