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Interesting problem. I've just tried it out comparing 3.5 to Megapov 0.7 (based
on pov 3.1) and I think I have the solution, try this:
normal {
pigment_pattern {
granite
scale <0.1, 20, 1>
} 0.1
}
I've noticed that pov seems to generate bumps by comparing samples of the bump
pattern to estimate a gradient (by sampling a fixed distance away). It would
appear 3.1 evaluates this sample distance after the pattern has been scaled,
whereas 3.5 does it before the scaling. This means if you scale a pattern in 3.5
the bumps will appear to scale, whereas in 3.1 they will alter as they scale
(becoming smoother as you scale down).
In any case using pigment_pattern allows you to manipulate the pattern before
pov samples a normal from it. One trick I use is: normal { pigment_pattern {
granite scale f } 1 scale 1/f }, so that by varying the value of f you control
the severity of the bumps.
Hope that helps
--
Tek
www.evilsuperbrain.com
"Dustin" <xkx### [at] excitecom> wrote in message news:408da502@news.povray.org...
> Thanks to Dan P's post I was able to create in POV Ray 3.1
> a brushed metal that looked very similar to the "before" picture, which I
> was entirely happy with. But I have since upgraded to POV Ray 3.5 and the
> EXACT same settings produce the horrible mess in the "after" picture. My
> normal settings are:
>
> normal {
> granite
> 0.1
> scale <0.1, 20, 1>
> }
>
> I've tried changing changing the depth, scale, rotation, bump depth,
> accuracy, noise generator, and turbulence but I can't achieve the same
> effect in 3.5, what am I doing wrong?
>
>
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