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Found odd gray rectangular patches in a reflective surface when
an image map is projected on a plane behind the reflective plane.
See examples in p.b.i.under "Gray rectangles".
The following scene produces the gray gaps when the image_map
plane is enabled, but not if it is commented out. Turning bounding
off does not change it.
POV 3.5 RC3, Pentium 4 1.4Ghz, 256MB, WinME
Harolddd
//------ test scene -----
global_settings { assumed_gamma 2.2 max_trace_level 10}
#include "colors.inc"
#include "textures.inc"
camera {location <0, 10, -500> look_at <0, 0, 0>}
// comment out this plane to remove gray rectangular gaps in refelctive
"water" surface.
// note: use your own image in place of "clouds2.png".
plane {z , 10000.9 texture { pigment
{image_map {png "c:\images\clouds2.png" interpolate 4 once }
scale <2.46,0.848,0.85>
translate <-1.2,-0.005,0> } finish {ambient 1 diffuse 0}
scale 6000 } }
sky_sphere {pigment{ gradient y
color_map {[0.000 0.002 color rgb<0.0,0.3,1.0>
color rgb<0.0,0.3,1.0>]
[0.002 0.200 color rgb<0.00,0.42,0.63>
color rgb<0.13,0.42,0.63>]}
scale 2 translate -1}
pigment {bozo turbulence 0.65 octaves 6 omega 0.7 lambda 2
color_map {[0.0 0.1 color rgb<1.05,1.05,1.05>
color rgb<0.75,0.75,0.75>]
[0.1 0.7 color rgb<0.75,0.75,0.75>
color rgbt<1,1,1,1>]
[0.7 1.0 color rgbt<1,1,1,1>
color rgbt<1,1,1,1>]}
scale <0.2,0.5,0.2>}
rotate -135*x }
plane { y, -10
texture {
pigment {color rgb <0.390, 0.410, 0.630> }
finish {
ambient 0.15
brilliance 5
diffuse 0.6
metallic
specular 0.80
roughness 1/100
reflection 0.65
}
normal {
waves 0.05
frequency 5000
phase 0
scale 3000
}
}
hollow
}
plane {y, -10
pigment {color <0.6 , 0.67 , 0.67 >}}
#declare sudsTex3 = texture { Brass_Metal }
#declare sudsTex4 = texture { Candy_Cane }
#declare sudsTex5 = texture { Green_Glass }
#declare sudsTex6 = texture { Bronze_Metal }
#declare sudsTex8 = texture { Blue_Agate }
#declare SudsObject = julia_fractal { < 0.003 , 0.424 , 0.896 , 0.01 >
quaternion max_iteration 7 precision 4000
texture { pigment { rgb <0.75, 0.7, 0.7> }
finish {ambient 0.1 diffuse 0.6
brilliance 6.0 reflection 0.8
phong 0.6 phong_size 100 }}
scale <0.8,0.65,0.36> }
#declare Suds = union {
object { SudsObject rotate < 57, 87, 165> scale 30.869 translate <
334.487, 223.512, 706.618> texture {sudsTex3 } }
object { SudsObject rotate <100, 175, 13> scale 9.230 translate <
309.178, 263.750, 692.506> texture {sudsTex4 } }
object { SudsObject rotate < 99, 151, 35> scale 74.740 translate <
513.267, 308.141, 688.792> texture {sudsTex5 } }
object { SudsObject rotate < 68, 127, 1> scale 20.297 translate <
230.198, 250.997, 680.020> texture {sudsTex6 } }
object { SudsObject rotate <138, 63, 81> scale 4.780 translate <
318.172, 277.237, 673.246> texture {sudsTex8 } }
object { SudsObject rotate <140, 158, 42> scale 58.469 translate <
385.904, 288.169, 101.813> texture {sudsTex8 } }
translate <-305.569, -230.896, -426.227>
}
object { Suds }
// Light source
light_source { <-150, 200, -200> color White }
light_source { <250, 350, -700> color LightSteelBlue }
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