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My guess: limited floating point accuracy.
I've run into this problem quite frequently when using poser
figures - mostly with transmapped hair, but also with 'tight' clothes,
lashes or eyebrows. And especially by using figures with a high
poly count. Even if the Poser/PoseRay preview looked perfect.
The problem completely disappeared as soon as I started
to scale all my scenes in a way that 1 POV-unit equals 1 cm
(before I usually used 1 unit = 1 m) . It is not even necessary
to scale the object within PoseRay (but I'm sure this would also
work), it is enough to but e.g. 'scale 100' into the unioned mesh
objects (and adjust the camera and lights).
Your scene renders perfectly when upscaled:
//==================================================
#include "stdinc.inc"
#include "skies.inc"
#include "stars.inc"
#include "textures.inc"
#include "testscene_POV_geom.inc" //Geometry
global_settings {
//This setting is for alpha transparency to work properly.
//Increase by a small amount if transparent areas appear dark.
max_trace_level 15
}
//CAMERA PoseRayCAMERA
camera {
perspective
up <0,1,0>
right -x*image_width/image_height
location <-0.3466585,-0.1462403,3.818377>
look_at <-0.3466585,-0.1462403,2.818377>
angle 4.306029 // horizontal FOV angle
rotate <0,0,12.06625> //roll
rotate <-17.04571,0,0> //pitch
rotate <0,15.46715,0> //yaw
translate <0.425,0.5,0.425>
scale 100 // !!!
}
//Light_1
light_source {
<0.425,1.85,1.775> //light position
color rgb <1,1,1>*0.8
parallel
point_at <0.425,0.5,0.425>
scale 100 // !!!
}
//Light_2
light_source {
<0.425,2.40918830920368,0.425> //light position
color rgb <1,1,1>*0.8
parallel
point_at <0.425,0.5,0.425>
scale 100 // !!!
}
//Background
background { color rgb<0,0,0> }
//Assembled object that is contained in testscene_POV_geom.inc
object{
testscene_
scale 100 // !!!
}
//==================================================
-Ive
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