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On 15/01/2012 9:20 PM, clipka wrote:
>
> The root cause has been identified by now; it only shows when a ray
> happens to hit the image map extremely close to the image border (about
> a trillionth (1e-12) of a pixel off in this case), and is due to
> precision issues apparently not considered by the original code author.
After installing RC6 I am still getting the same error.
Below is a link to the scene rendered with one thread. You can see that
the render fails before the block reaches the image border. For
comparison I have included a link to the scene rendered with eight threads.
1 thread
http://imgur.com/8BG0X
8 threads
http://imgur.com/HTldu
Code:
#version 3.7;
global_settings {
adc_bailout 0.0039
ambient_light rgb <1.000,1.000,1.000>
assumed_gamma 1.00
irid_wavelength rgb <0.250,0.180,0.140>
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
background { colour rgb <0.000,0.000,0.000> }
#declare Ring_Texture1 =
texture {
uv_mapping
pigment {
image_map{
png "sat_ring_color.png"
interpolate 2
map_type 0
}
rotate <90.000,90.000,0.000>
}
finish {
ambient rgb <0.100,0.100,0.100> *5
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.050
}
}
#declare Camera0 =
camera {
perspective
location <3843.816,38.892,-2660.667>
up y
right 1.333*x
angle 33.000
sky <-0.004,1.000,0.002>
look_at < 0.449, 18.943, 0.102 >
} // end Camera0
disc { // Disc0
0,y,4.400000,2.500000
texture{ Ring_Texture1 }
scale <750.000000,750.000000,750.000000>
rotate <0.000000,0.000000,-20.000000>
translate <-3500.000000,900.000000,900.000000>
} // end Disc0
camera{ Camera0 }
--
Regards
Stephen
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