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On 23-9-2014 19:54, clipka wrote:
> I have no doubt that the Prox Pattern macros are perfectly fine. I
> presume that they just happen to make use of a language construct that's
> broken, which may also be used in (and therefore affect) other materials.
>
> Say, do the vanished non-proxed objects perchance also make use of a
> texture_map?
>
Right. This is what I found:
- The proximity pattern textures have the following build-up with
pigment_pattern and a texture_map:
texture {
pigment_pattern {
average
pigment_map {
#if( proximity_pattern_strength != 0 )
[ proximity_pattern_strength*3 df3_pattern scale 1/texture_scale]
#end
#if( slope_pattern_strength != 0 )
[ slope_pattern_strength*0.6 slope { y altitude <0,1,0> }
color_map { [0 rgb 1] [1 rgb 0] } scale 140 * 1/texture_scale ]
#end
#if( noise_pattern_strength != 0 )
[ noise_pattern_strength *0.4 bozo color_map { [0 rgb 0] [1
rgb 1] } scale 4 * noise_scale ]
[ noise_pattern_strength *0.3 bozo color_map { [0 rgb 0] [1
rgb 1] } scale 1 * noise_scale]
[ noise_pattern_strength *0.2 bozo color_map { [0 rgb 0] [1
rgb 1] } scale 0.33 * noise_scale ]
[ noise_pattern_strength *0.1 bozo color_map { [0 rgb 0] [1
rgb 1] } scale 0.1 * noise_scale ]
#end
}
}
texture_map { map }
scale texture_scale
}
- Consequently, in my image, the fountain, the columns, the arcs, and
the combined ridges, window sills, window arcs, are missing (part of)
their shadows.
- As far as I can tell, all other elements have rendered correctly.
Thomas
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