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I don't know if this is a bug or a limitation but the shading of
height-fields with abrupt changes is very ugly when smooth shading is turned
on. See povray.beta-test.binaries
Rune
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3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Rune <run### [at] mobilixnetdk> wrote:
: I don't know if this is a bug or a limitation but the shading of
: height-fields with abrupt changes is very ugly when smooth shading is turned
: on. See povray.beta-test.binaries
Could it be that in some of those almost-vertical triangles all the normal
vectors are pointing too high (as they are automatically calculated by, I
think, averaging triangle normals or whatever)? This is a pretty common
problem in smooth triangles. The regular triangles have unperturbed normals,
and thus their lighting corresponds better to what one expects.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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