POV-Ray : Newsgroups : povray.general : Odd visual distortion / artefacts with different scalings and orientaions : Odd visual distortion / artefacts with different scalings and orientaions Server Time
6 Oct 2024 09:01:09 EDT (-0400)
  Odd visual distortion / artefacts with different scalings and orientaions  
From: Bald Eagle
Date: 4 Mar 2014 15:17:42
Message: <531634e6@news.povray.org>
I'm laying out a large facility, and trying to view a tiling grid and 
some layout lines.  I've noticed that when I zoom way out, I lose some 
lines, and get tricked into thinking they're not there, which gives the 
floor tiling grid an effect that fooled me into thinking I'd messed up 
the scaling.
Some of the yellow layout "lines" (and these are HUGE cylinders) also 
inexplicably disappear when I zoom out.  Rotate view y*90, and the other 
lines disappear!

I'm a little lost as to what's going on, why, and how to fix it.

SDL for file starts below
(Using POV-Ray 3.6)
########################################



#declare SDL = true; // Turns off test options in include files

#include "colors.inc"
#include "math.inc"
#include "textures.inc"
#include "woods.inc"
#include "stones1.inc"
#include "shapes.inc"

#include "debug.inc"

#include "functions.inc"
#include "transforms.inc"

#include "School_Chairs.inc"
#include "Desk.inc"
#include "Stair_0.inc"


global_settings { ambient_light White }

Set_Debug (true)

sky_sphere {
   	pigment {
     	gradient y
     		color_map {
       		[0.0 rgb <0.6,0.7,1.0>]
       		[0.8 rgb <0.2,0.3,0.9>]
     		}
   	}
}

#declare Feet = 12;

#declare Layout = material { texture {pigment {color Yellow} finish 
{ambient 1}} };

#declare Tile_01 = pigment{ agate agate_turb 2
     			color_map {
         			[0 color rgbf<0.5,0.5,0,0>]
         			//[0 color rgbf<0.5,0.5,0,0>]
         			[1 color rgbf<1,1,1,0>]
     				}
     			frequency 2 scale -0.5 rotate <0,90,0> translate <100,0,0>
			}

#declare Tile_02 = pigment{ agate agate_turb 2
     			color_map {
         			[0 color rgbf<0.5,0.5,0,0>]
         			[1 color rgbf<1,1,1,0>]
     				}
     			frequency 2 scale 0.5
			}

#declare All_tiles = pigment{
     checker
     pigment{Tile_01}
     pigment{Tile_02}
     scale <12, 0.1, 12>
}


#declare Floor_tex =
texture {pigment {All_tiles}}

#macro Raster(RScale, RLine)
pigment{gradient x //scale RScale
         color_map{
         [0.000   color rgbt<0,0,0,0>]
         [0+RLine color rgbt<0,0,0,0>]

         [0+RLine color rgbt<1,1,1,1>]
         [1-RLine color rgbt<1,1,1,1>]

         [1-RLine color rgbt<0,0,0,0>]
         [1.000   color rgbt<0,0,0,0>]
         }
         scale RScale}
#end // of macro


#declare White_Tile =  material { texture {Floor_tex}
     				texture{ Raster( 12, 0.045)}
     				texture{ Raster( 12.09, 0.045)rotate<0,90,0>}
        				}



#declare Blue_Tile =   material { texture {pigment {color Blue*0.4} 
normal {granite scale 10}} };
#declare Yellow_Tile = material { texture {pigment {color Yellow*0.5} 
normal {granite scale 10}} };

#declare Block = texture {pigment {granite frequency 8
			color_map {[.2 color rgb .75] [.7 color rgb .9]}
			triangle_wave }
    		normal {granite -.1 frequency 8 triangle_wave}
     		finish {ambient .15 diffuse .7 specular .05 roughness .5}
  		scale <1,1,.5>}

#declare White_Wall =  material { texture {pigment {brick pigment 
{Gray80} pigment {White} brick_size <8, 8, 16> } normal { wrinkles 0.75 
scale 0.04} finish {diffuse 0.9 phong 0.2} }};
#declare Brick_Wall =  material { texture {pigment {brick brick_size <8, 
8, 16> }}};
#declare Blue_Wall =   material { texture {pigment {brick pigment 
{Blue*0.5} pigment {Blue*0.4} brick_size <8, 8, 16> }}};
#declare Green_Tex =   material { texture {pigment {color Green*0.4} 
normal {granite scale 1}} };

#declare Cream_Paint = material { texture {pigment {color White} } };
#declare Black_Paint = material { texture {pigment {color Black} 
finish{diffuse 0.9 } normal {granite scale 1}} };
#declare Blue_Shelf =  material { texture {pigment {color Blue} normal 
{granite scale 10}} };
#declare White_Board = material { texture {pigment {color White} finish 
{ reflection 0.01} } };

#declare Fake_Wood_Hor =   texture {T_Wood19 scale 10 };
#declare Fake_Wood_Vert =  texture {T_Wood19 scale 20 rotate x*90};

#declare Fake_Wood_Hor2 =  texture {T_Wood18 scale 10 };
#declare Fake_Wood_Vert2 = texture {T_Wood18 scale 20 rotate x*90};


	

#declare Window_Glass = texture{
   			pigment{ rgbf<0.98, 0.98, 0.98, 0.9> }
			  finish { diffuse 0.1
			           reflection 0.2
			           specular 0.8
			           roughness 0.0003
			           phong 1
			           phong_size 400}
			           }


#declare Text = material { texture {pigment {color Blue} finish {ambient 
1} } };



#declare Legend = union {
		text { ttf "arial.ttf" "Facility Layout" 0.1, 0 material {Text} scale 
190 rotate x*90}
		}
#declare Text_pos = Center_Trans(Legend, x+y+z);
object {Legend transform Text_pos  translate <20*8*Feet, 16*Feet, 
40*8*Feet> material {Text} }

// HALLWAY VIEW
//camera {location <16.5*8*Feet, 4*Feet, 24*Feet> look_at  <16.5*8*Feet, 
1*Feet, 0*Feet>}
light_source { <16.5*8*Feet, 7*Feet, 12*Feet> color rgb <1,1,1> *0.5 }

// CENTERED OVERHEAD VIEW
//camera {location <20*8*Feet, 450*Feet, 20*8*Feet> look_at  <20*8*Feet, 
0*Feet, 20*8*Feet>}
camera {location <16.5*8*Feet, 16*Feet, 20*8*Feet> look_at 
<16.5*8*Feet, 0*Feet, 20*8*Feet>}
light_source { <160*Feet, 500*Feet, 160*Feet> color rgb <1,1,1> *0.5 }

// 400 * 400 layout boxes
// Overall
box { <0,-1,0>, <41*8*Feet, -1.1, 45*8*Feet> material {White_Tile}}
// A-Unit
// B-Unit
// C-Unit
// D-Unit
box { <8*8*Feet,-0.5, 10*8*Feet>, <16*8*Feet, -1, 18*8*Feet> pigment 
{Green}}
	
	box { <4*8*Feet,-0.5, 10*8*Feet>, <8*8*Feet, -1, 15*8*Feet> pigment 
{Gray50}}
// E-Unit
box { <8*8*Feet,-0.5, 2*8*Feet>, <16*8*Feet, -1, 10*8*Feet> pigment {Red}}
	
	box { <4*8*Feet,-0.5, 5*8*Feet>, <8*8*Feet, -1, 10*8*Feet> pigment 
{Gray50}}
// F-Unit
box { <17*8*Feet,-0.5, 0*8*Feet>, <29*8*Feet, -1, 8.5*8*Feet> pigment 
{Blue}}
	
	box { <29*8*Feet,-0.5, 2.5*8*Feet>, <33.5*8*Feet, -1, 6.5*8*Feet> 
pigment {Gray50}}
// G-Unit
box { <17*8*Feet,-0.5, 8.5*8*Feet>, <21*8*Feet, -1, 15.5*8*Feet> pigment 
{Red}}
box { <17*8*Feet,-0.5, 14*8*Feet>, <30*8*Feet, -1, 26*8*Feet> pigment {Red}}
// H-Unit
// J-Unit

//camera {location <15*8*Feet, 8*Feet, 14*8*Feet> look_at  <8*Feet, 
0*Feet, 14*8*Feet>}
// Layout lines
cylinder {<4*8*Feet, 0, -8*Feet>, <4*8*Feet, 0, 26*8*Feet>, 6 material 
{Layout} }
cylinder {<8*8*Feet, 0, -8*Feet>, <8*8*Feet, 0, 26*8*Feet>, 6 material 
{Layout} }
cylinder {<21*8*Feet, 0, -8*Feet>, <21*8*Feet, 0, 24*8*Feet>, 6 material 
{Layout} }
cylinder {<-8*Feet, 0, 14*8*Feet>, <46*8*Feet, 0, 14*8*Feet>, 6 material 
{Layout} }

///////////////////////////////////////////////////////////////////////////////////////////////////////
// Hallways
box { <16*8*Feet-8, 0, 8*Feet>, <16*8*Feet, 8*Feet, 25*8*Feet> material 
{White_Wall} }
box { <17*8*Feet, 0, 8*Feet>, <17*8*Feet+8, 8*Feet, 25*8*Feet> material 
{White_Wall} }
box { <16*8*Feet-8, 0, 8*Feet>, <17*8*Feet+8, 8*Feet, 8*Feet-8> material 
{White_Wall rotate y*90} }

box { <18*8*Feet, 0, 26*8*Feet>, <39.5*8*Feet+8, 8*Feet, 26*8*Feet-8> 
material {White_Wall rotate y*90} }
box { <14*8*Feet, 0, 26*8*Feet>, <15*8*Feet+8, 8*Feet, 26*8*Feet-8> 
material {White_Wall rotate y*90} }

box { <0, 0, 0>, <8*Feet*1.4, 8*Feet, -8> material {White_Wall rotate 
y*90} rotate y*45 translate x*15*8*Feet translate z*26*8*Feet}
box { <0, 0, 0>, <8*Feet*1.4, 8*Feet, -8> material {White_Wall rotate 
y*90} rotate -y*45 translate x*17*8*Feet translate z*25*8*Feet}

box { <17*8*Feet, 0, 27*8*Feet>, <39.5*8*Feet+8, 8*Feet, 27*8*Feet+8> 
material {White_Wall rotate y*90} }
box { <0*8*Feet, 0, 27*8*Feet>, <16*8*Feet+8, 8*Feet, 27*8*Feet+8> 
material {White_Wall rotate y*90} }


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