POV-Ray : Newsgroups : povray.general : Texture maps different in 3.5 even when using #version : Re: Texture maps different in 3.5 even when using #version Server Time
4 Aug 2024 22:12:43 EDT (-0400)
  Re: Texture maps different in 3.5 even when using #version  
From: Not My Real Email Address
Date: 1 Feb 2003 07:07:39
Message: <3e3bb88b@news.povray.org>
On Sat, 01 Feb 2003 22:29:17 +1100, Not My Real Email Address wrote:

I should have been more specific about the version I guess .. this is
3.50c for linux downloaded from povray.org as binary.

The problem occurs regardless of whether I declare #version 3.0 (or 3.1)
or just render it without the version declaration.

Simeon

> /*
> I find the following texture renders markedly differently in 3.5
> compared with both 3.0.20-10 debian and megapovplus 0.5.0.2.5a-1 (3.1
> equivalent), which both render the images similarly to each other.
> 
> It looks to me like the grade between 0 and 1.0 in the texture map of
> the older versions is quite different to the grade in 3.5 .. for example
> as if one used a linear gradient and the other an exponential one. I
> hope someone understand what I mean.
> 
> I don't see this mentioned in the documentation or in the bugs so far
> listed in povray.general or povray.bugreports, or by googling old usenet
> postings.
> 
> I haven't played much with 3.5, but have checked that if I use a plain
> pigment it is the same color.
> 
> Can someone tell me this is a bug, or is expected behaviour and why? If
> so, how do i figure out how to translate an old-style texture into a new
> one?
> 
> I will post images to povray.binaries.images with the subject line
> 'Texture maps different in 3.5 even when using #version'
> 
> Simeon
> */
> 
> #include "colors.inc"
> #version 3.0
> 
> //test.pov
> //bah there is some bug in the 3.5 textures i think //Simeon Scott
> 2003-02-01 //////////////////////// //Something like a blue agate.
> /////////////////////////////
> 
> 
> background
>   { color White }
> 
> global_settings
> {
>   ambient_light 0.05
>   assumed_gamma 1
> }
> 
> camera
> {
>   location <0, 0, -3>
>   look_at <0, 0, 0>
>   scale 0.2
> }
> 
> light_source
>   {  <2, 4, -3> color White scale 0.4 }
> 
> #declare Sim_Blue_Agate = texture
> {
>   waves
>   texture_map
>   {
>     [  0.15 pigment { color White }        ] [  1.0  pigment { color <0,
>     0, 0.3> }  ]
>   }
>   turbulence <10, 10, 0.3>
>   scale 0.1
> }
> 
> sphere
>   {  <0, 0, 0>, 0.3	texture {  Sim_Blue_Agate } }


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