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ABX <abx### [at] babilon org> wrote in
news:q6p4lu84dh3dk0ng82bm0lf63s6hid1otq@4ax.com
> It is possible You are doing something wrong. It was pointed you at
> begining that it can be floating point accuracy. I think it is
> possible. Note you used 2048x2048 image so 1 triangle has size about
> 1/2048 = 0,00048828125. But your light is at <-30,30,-20>*1e4 and is
> even further becouse it is area light with large axes. How many digits
> is between accuracy of this values ?
yes, I alsow think that this is float/double problem. And there fore using
more accurate calculations may be useful in some scenes.
Scalning scene up reduce problem, but my scene IS legal, and it should
produce correct results.
2 things that I will try to change at first - shadow_tolerance, and float
to double, or double to long double (is shadow tolerance will not help)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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