POV-Ray : Newsgroups : povray.general : is this bug or floating point error (noise on torus) : Re: is this bug or floating point error (noise on torus) Server Time
8 Aug 2024 04:04:24 EDT (-0400)
  Re: is this bug or floating point error (noise on torus)  
From: Josh English
Date: 9 Mar 2001 15:00:20
Message: <3AA936C4.ABEBA933@spiritone.com>
I tried it, and at S=100, it was gone. I started to get grainy at S=15. So I was 150
units away looking at something with an vertical angle of  0.015278874  it's tangent
is 0.000266666. This is pretty small, but I can't imagine the computers cutoff being
so high.

Josh

Wlodzimierz ABX Skiba wrote:

> Currently I play a lot with orthographic camera.
> I found that going away with location of camera makes torus very strange.
> There is sentence in docu that "If the torus renders improperly you may add the
> keyword sturm to use POV-Ray's slower-yet-more-accurate Sturmian root solver."
> (btw. this is in "torus" section - but in section "sturm" there is no torus on
> the list).
> Well, I have added this keyword and IMO without result. This apperar in POV-Ray
> 3.1g for Windows on WinNT4 with 128 MB and with MegaPOV 0.7 on the same machine.
> Run below code with S=1,10 and 100.
>
> #declare S=1; /* 1,10,100 */
> camera{orthographic location -(10*S)*z direction z right x up y*3/4
> look_at -9*z}
> light_source{<-30, 30, -30> color rgb 1 translate <-30, 30, -30>}
> torus{.1 .04 /*sturm*/ texture{pigment{color rgb 0.5}}}
>
> ABX

--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
"He who hebetates is last."


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