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> I need some help figuring out this output I'm getting (Attached). I can't tell
> if its a bug or someting else that I just don't know about like surface
> coincidence. I don't recognize what might be causing the planar like objects.
>
> The spherical sweep code is
>
> #declare i_start = 0;
> #declare i_stop = 3;
> #declare i_step = 0.05;
> #declare i_inc = i_start;
> sphere_sweep {
> linear_spline // linear curve
> //cubic_spline // alternative spline curves
> //b_spline
> (i_stop - i_start)/i_step + 1, // number of specified sphere positions
> #while(i_inc<=i_stop)
> #declare y_coor = 0.23*sin(7.1*i_inc);
> <i_inc, y_coor, 0>, 0.05
> #declare i_inc = i_inc + i_step;
>
>
> #end
>
>
> pigment{color Orange}
>
> }
>
> The scene file is
>
>
>
> #version 3.6;
>
> #include "colors.inc"
>
> global_settings {
> assumed_gamma 1.0
> }
>
>
> camera {
> location<0, 0.0, -4.0>
> direction 1.5*z
> right x*image_width/image_height
> look_at<0.0, 0.0, 0.0>
> }
>
> sky_sphere {
> pigment {
> gradient y
> color_map {
> [0.0 rgb<0.6,0.7,1.0>]
> [0.7 rgb<0.0,0.1,0.8>]
> }
> }
> }
>
> light_source {
> <0, 0, 0> // light's position (translated below)
> color rgb<1, 1, 1> // light's color
> translate<-30, 30, -30>
> }
>
> plane {
> y, -2
> pigment { color rgb<0.7,0.5,0.3> }
> }
>
> #declare i_start = 0;
> #declare i_stop = 3;
> #declare i_step = 0.05;
> #declare i_inc = i_start;
> sphere_sweep {
> linear_spline // linear curve
>
> (i_stop - i_start)/i_step + 1, // number of specified sphere positions
> #while(i_inc<=i_stop)
>
> #declare y_coor = 0.23*sin(7.1*i_inc);
> <i_inc, y_coor, 0>, 0.05
> #declare i_inc = i_inc + i_step;
>
>
> #end
>
>
> pigment{color Orange}
>
> }
>
> Can someone explain this?
It's just another instance of the sphere_sweep bug that receive so much
comments these days.
The interesting thing is that the linear_spline shows all those
artefacts while cubic_cpline is clean, and b_spline mostly clean but
does show a small artefact on the right. (a slight, narrow, black line)
Maybe the readon I normaly don't have much artefacts, I tend to mostly
use cubic_spline in my scenes.
Best----> cubic_spline
Correct-> b_spline
Worst---> linear_spline
Alain
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