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It appears that the place were the uv_mapping code is placed in the latest
version of Poseray generates a faulty rendering of transparant materials.
In the present version, uv_mapping is coded in the xxxx_POV_mat.inc file as
follows:
#declare MyTex_=
material{
texture{ pigment{uv_mapping p_map1}
finish{specular 0 roughness 0.00286312 ambient rgb <0.00,0.00,0.00>
diffuse 0.8 reflection{0 } conserve_energy}}
}
or, in the case of a transparancy map:
#declare MyTex__opaque=
texture{ pigment{uv_mapping p_map1}
normal{uv_mapping p_map2 bump_size -6.192}
finish{specular 0 roughness 0.00286312 ambient rgb <0.00,0.00,0.00>
diffuse 0.8 reflection{0 } conserve_energy}}
#declare MyTex_=
material{
texture{ pigment_pattern{uv_mapping p_map3}
texture_map{[0 pigment{Clear}]
[1 MyTex__opaque]
}}
}
In particular the alpha channel of the first example does *not* work for the
shadow casting. In order for this to work in all cases, the code should be
written as in a previous version of Poseray, i.e. the uv_mapping code is
written in the xxx_POV_geom.inc file and *not* in the xxx_POV_mat.inc one.
As follows:
//Model assembly from the meshes
#declare My_Figure_=
union {
object{My_Figure_1_ uv_mapping material{MyTex_1_}}
object{My_Figure_2_ uv_mapping material{MyTex_2_}}
etc...
}
This construction provides a correct render of the transparancy of the alpha
channel.
Thomas
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