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"Hughes, B." <omn### [at] charternet> wrote in message
news:40cc79f2$1@news.povray.org...
> "Michael Raiford" <mra### [at] hotmailcom> wrote in message
> news:40cc619e@news.povray.org...
> Yeah, well, I wouldn't place any light at a surface even if it is a
> spotlight pointing away from it. Just asking for trouble.
> :-)
Agreed... But I think my point was more along the lines of the light
wouldn't have much effect, still, I wish I had cought that problem earlier,
though... The actual scene is years old anyway, so it's not suprising that
something like that was in it ;)
> It definitely merits looking into, I believe. What I thought was fixed by
> moving the light sources actually remains artifact-prone when changing
> resolutions. Very peculiar. Has me baffled since the scene file isn't what
> I'd call extreme, so worries me a little. A couple area lights, three spot
> lights, some primitives like box, plane, cylinder, sphere... I checked
using
> a simple pigment {color rgb 1} in place of the textures, and the blanking
> out parts stayed so I figured it couldn't be related to max_trace_level.
Hmm.. I left the textures in because I thought there was a relationship...
Guess that's unrelated as well.
> Just now, I found out the 'media on' in radiosity will cause the blanking.
> Commenting it out I can render the scene okay even though all lights are
in
> their original positions. I should have tried that before. In fact,
there's
> a relation with 'count' too, because count 50 clears it up while media is
> on.
Hm... I knew the media and media on were affecting this. (this is primarily
why it had media in the repro scene in the first place...)... I'm wondering
where the bug was introduced exactly. It seems to be in the code that
handles the interaction between radiosity and scattering media.
> It's times like this I wish I had done more beta testing.
Heh, same here. But when the betas were available, I'd play around a bit,
but most of my scene work was done in 3.5, simply to keep things stable.
Next beta I think I'll force myself to work with the beta more frequently.
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