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I couldn't find this on Rune's list and I can't figure out what I am
doing wrong with this one, so here we go again...
So, this also appeared when I remade MegaPov scenes to POV 3.5. There is
strange behaviour when I try to render objects that have some part of
the rgb definition over 1. In MegaPov I got expected results with this,
but POV 3.5 betas make the colors go oddly wrong; like I used byte
variable to store the colors and then set them to values over the range.
Scene below describes this bug. For what I have understood, this scene
should render similarly whether the variable "showBug" is true or false.
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#version 3.5;
#declare showBug = true;
global_settings{
assumed_gamma 1
}
background { color <0.000,0.000,0.000> }
camera { // Camera Camera01
location < -0.200, -0.300, 3.600>
sky < 0.00000, 0.00000, 1.00000>
up < 0.0, 0.0, 1.0>
right < 1.38192, 0.0, 0.0>
angle 45//54.40000 // Vertical 40.800
look_at < 0.000, 0.000, 0>
}
light_source {
0*x
color rgb 0.5
translate <0, 0, 5>
rotate <45, 0, -120>
}
light_source {
0*x
color rgb 0.5
translate <0, 0, 5>
rotate <-50, 0, -110>
}
sphere {
<0, 0, 0.7> 0.7
material {
texture
{
pigment {
#if (showBug)
color rgbf <0.2, 1.5, 0.1, 0.97>
#else
color rgbf <0.2, 1, 0.1, 0.97>
#end
}
finish {
ambient 0.0
phong_size 70.0
roughness 0.01
#if (showBug)
diffuse 1
phong 1
specular 1
#else
diffuse 1.5
phong 1.5
specular 1.5
#end
}
}
interior {
ior 1.6
/* Uncomment these to change the type of oddness in the colouring.
caustics 1.0
fade_distance 0.5
fade_power 1005
*/
}
}
bounded_by {
box { <-1, -1, 0> <1, 1, 2> }
}
}
plane { // Plane001
z,0
material {
texture {
pigment { rgb <0.8, 0.8, 0.8> }
finish { ambient 0 diffuse 0.5 phong 0 specular 0}
}
}
translate -0.851*z
}
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