On 2019-07-12 4:45 PM (-4), Jörg "Yadgar" Bleimann wrote:
>
> The original look of this image is possibly no more reconstructable, as
> the script was originally written for MegaPOV 0.6; however, thanks to
> Jerôme Grimbert's advice, I replaced the original disp_nelems by
> dispersion_samples to render it with POV-Ray 3.7!
Lack of SMP support is reason enough never to try chromatic dispersion
with any version of POV-Ray prior to 3.7, unless you're that serious
about (and that patient for) archaeology. But these images show clearly
another reason why I don't mess with those older versions for
dispersion: render quality.
The upper left of each image shows the POV version; the upper right
shows the IOR and dispersion values used. (1.2 and 1.1 are Daren Scot
Wilson's values; 1.52 and 1.01 are glass values.) The number on each
sphere is the dispersion_samples value. POV-Ray 3.6 seems to render
with 2 too few samples! In truth, the samples are there; it's just that
the wavelengths are at the edge of human sensitivity, and the 3.5/3.6
algorithm doesn't compensate for this. The result is darker coloring
and off hues.
I don't have access to MegaPOV 0.6 to know whether it had these bugs,
but I don't suppose it had SMP support either.
POV-Ray 3.5 seems no worse than 3.6 for this particular scene, but there
are scenes where 3.5 yields utterly horrible results. I do not know
precisely what triggers 3.5 bugs, and they even seem to be compiler or
operating system dependent. But at this point, I personally have no
reason to worry about 3.5.
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