POV-Ray : Newsgroups : povray.advanced-users : Advanced metals libraries needed : Re: Advanced metals libraries needed Server Time
6 Oct 2024 15:22:42 EDT (-0400)
  Re: Advanced metals libraries needed  
From: Alain
Date: 14 Jul 2006 14:35:36
Message: <44b7e3f8$1@news.povray.org>
Marvin nous apporta ses lumieres en ce 14/07/2006 04:07:
> Mike Williams <nos### [at] econymdemoncouk> wrote:
>> Wasn't it Marvin who wrote:

>> If you write

>> object{Rotor
>>   texture {MyTexture}
>>   rotate {z*180*clock}
>> }

>> Then the texture should rotate with the Rotor, but if you write

>> object{Rotor
>>   rotate {z*180*clock}
>>   texture {MyTexture}
>> }

>> Then the Rotor should rotate but the texture should not rotate with it.

> Mike, you are certainly right. Thx a lot. Now the texture is rotating with
> rotor and the only problem are flickers on texture, even though I turned
> off jitter for the purpose of animation? (Please see)

> http://magrf.grf.hr/~mtodorov/tesla/ind-640x480-blk2.gif

> Actually, I tried that myself as I had a hunch, but I edited the change in
> wrong source file :-P

> Thanks again,
> Marv
The texture have a very small grain. This cause it to have sub-pixel details, and when
rendering the 
animation, one frame will see some details while missing others. The next frame may
catch some of 
the missed details and miss some that where shown on the previous frame.
Some possible solutions:
1 - scale the texture up so that you get less, or no, sub-pixel details. (fast)
2 - use some extreme AA settings, like +aa 0.0. (slow)
3 - edit the texture colour_map to broaden it's peak values. (fast)

-- 
Alain
-------------------------------------------------
Methodist: It's not so bad if shit happens, as long as you serve grape juice with it.


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