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(sigh)
#include "colors.inc"
#include "woods.inc"
#include "functions.inc"
global_settings {
radiosity {
pretrace_start 0.08
pretrace_end 0.04
count 35
nearest_count 5
error_bound 1.8
recursion_limit 3
low_error_factor 0.5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}
camera{ location<30,1,0> look_at<-1,1,0> }
light_source{ <2000,2000,1000> White }
background{Grey}
// mountains
isosurface{
function{-f_ridged_mf(x,0,z, .5, 3, 5, 1, .4, 3)+y } max_gradient 9
contained_by{box{<1,5,1>*2,-1*2}} rotate<0,0,-25>
pigment{Brown} translate<0,-1,0> scale <1000,400,1000>
translate<-1000,0,0>
}
light_group{
plane {<0,1,0>,400 pigment{bozo turbulence 1 color_map{[0 rgbt 1][1 rgb .5]}
scale 350 rotate<0,0,10>} hollow scale<5,1,1> /*rotate<0,0,10>*/ no_shadow}
global_lights off
}
fog
{
fog_type 1 distance 3000 Grey
}
#declare S1=seed(12318);
light_group {
// ground plane
plane {<0,1,0>,-1 pigment{White} normal{bozo .3 turbulence 1}}
#declare f_mbumps = function{pigment{bumps color_map{[0 Black][1 White]}
translate<-10,0,0> scale<1,1,5> rotate<0,-48,0>
}};
// the ground
//isosurface{ function{ (f_bumps(x/10,0,z/30)+y)*ln(-(x-20)+1)/5}
contained_by{ box{<-100,-2,-100>,<0,20,100>}} pigment{White}
translate<0,.4,0> scale<1,10,1> normal{bumps .3 scale .1}}
isosurface{
function{f_mbumps(x,0,z).gray-.5+y + f_bumps(x*300,0,z*300)*.0003
+(((x-20)^2+(z-3)^2)<=15)*(1-((x-20)^2+(z-3)^2)/15)^2 //
cabin
+(((x-26.9)^2+(z+1.1)^2)<=.125)*(1-((x-26.9)^2+(z+1.1)^2)/.125)^3/5 //
post
// this part carves out the river
#declare i=0;
#declare S1=seed(32);
#declare r=rand(S1);
#while(i<30)
+(((x-30+2*i)^2+(z+5-r*.3-i^2/20)^2)<=5)*(1-((x-30+2*i)^2+(z+5-r*.3-i^2/20)^
2)/5)^3*2
#declare i=i+1;
#end
} max_gradient 2.5 contained_by{box{<-100,-2,-30>,<40,1,30>}}
pigment{White} normal{bozo .3 turbulence 1}}
global_lights on
}
/////////////////////////
The tough thing with this is that it is very hard to get the exact duplicate
of the problem I'm having because of the nature. POV-Ray may come up with
the window I described, or I may get a blue screen or other programs may
start to crash or the computer might freeze or I may get nothing at all,
especially if I just rebooted. It's like you have to build up enough crud
before it starts to happen, which is just what a stack overflow would do,
right?
It seems to happen most often around the time of the intersection of the
mountain and the snow. Between 50%-53%. I'm rendering at 1024x768 with AA
0.3. I don't know if you get the same results by just rendering the middle
of the screen.
Sorry, this is kind of a complex problem. : |
"Chris Becker" <cmb### [at] ritedu> wrote in message
news:3c9a9a9e$1@news.povray.org...
> Sorry, I'm an ignoramous.
>
> Windows 98, Athlon 1900+, 512meg DDR.
>
> Here's the stripped down source code (a bit long):
>
> "Alan Kong" <ako### [at] povrayWWWSPAMCOMorg> wrote in message
> news:09tk9uc0ja3vgbcnid6h4pp93n96fu6atf@4ax.com...
> > On Thu, 21 Mar 2002 17:13:37 -0500 Chris Becker wrote:
> >
> > >What is the usual cause of this? Could it be something that I changed
> right
> > >around the same time r13 came out? Or did something changed in r13 do
> this?
> > >This happens with the install compile and the VC6 compile.
> >
> > Hi, Chris. We need a little more information, as specified at the
> > first message posted in this group, message i.d.
> > <3B94E1CF.7498B010@pacbell.net>. Also, please reduce the example scene
> > to the barest minimum that can still reproduce the problem. If we can't
> > duplicate it, we probably can't fix it. Thanks.
> >
> > --
> > Alan
> > ako### [at] povrayorg
> > a k o n g <at> p o v r a y <dot> o r g
> >
>
>
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Exactly, it happens after successive renders and since the scene I've been
using that produces it is hard to render, it is hard to confirm. Right now
I'm trying to duplicate it on a seperate PII 450, Win98 256.
Sigh. I really hope there's a simpler way to confirm this or someone else
happens upon it. I'm in the middle of a scene and it's impossible to
continue since I can't render the whole thing without it freezing. The
completed scene has a large amount of texturing as well, like lots of
pigment maps, etc. Could this "aid" in getting a floating point
overflow/underflow? What exactly causes this error?
news:3c9bbc13.6687114@news.povray.org...
> On Thu, 21 Mar 2002 21:46:58 -0500, "Chris Becker" <cmb### [at] ritedu>
> wrote:
>
> >Sorry, I'm an ignoramous.
> >
> >Windows 98, Athlon 1900+, 512meg DDR.
> >
> >Here's the stripped down source code (a bit long):
>
> Can't confirm this in my first test render in 1024*768 A0.3 on a
> PIII/1GHz, 512 MB, Win/ME, POV-Ray r13 install compile. At almost 2
> hours I won't be running multiple tests.
>
> /Erkki
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