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BinaryCortex wrote:
> BinaryCortex wrote:
>> BinaryCortex wrote:
>>> POVRay crashed when I tried to render a test scene and produced a
>>> dump file. I need to know how to send it to you so it can be
>>> analyzed. I want to help make POVRay better but the news server is
>>> preventing that.
>>>
>>> Ian
>>
>> It happened again with the same scene this time i did a mini dump.
>> here is the scene, it requires lightsysIV from ignorancia.org. The
>> mini dump is attached.
>>
>> // Persistence of Vision Ray Tracer Scene Description File
>> // File: ?.pov
>> // Vers: 3.6
>> // Desc: Checkered Floor Example
>> // Date: mm/dd/yy
>> // Auth: ?
>> //
>>
>> #version 3.6;
>>
>> #include "colors.inc"
>> #include "textures.inc"
>> #include "metals.inc"
>>
>>
>> // ********************
>> // *** CIE+lightsys ***
>> // ********************
>> #include "CIE.inc"
>> #declare ColSys=sRGB_ColSys;
>> //CIE_ColorSystemWhitepoint(ColSys,Illuminant_A)
>> CIE_ColorSystemWhitepoint(ColSys,Blackbody2Whitepoint(4000))
>> //CIE_ColorSystemWhitepoint(ColSys,Daylight2Whitepoint(5500))
>> #include "rspd_jvp.inc" // material samples
>>
>> #include "lightsys.inc"
>> #include "lightsys_constants.inc"
>> #include "lightsys_colors.inc"
>> #declare Lightsys_Brightness=6;
>>
>> global_settings {
>> assumed_gamma 1.0
>> max_trace_level 5
>> }
>>
>> // ----------------------------------------
>>
>> camera {
>> location <0.0, 0.5, -4.0>
>> direction 1.5*z
>> right x*image_width/image_height
>> look_at <0.0, 0.0, 0.0>
>> }
>>
>> sky_sphere {
>> pigment {
>> gradient y
>> color_map {
>> [0.0 rgb <0.6,0.7,1.0>]
>> [0.7 rgb <0.0,0.1,0.8>]
>> }
>> }
>> }
>>
>> light_source {
>> <0, 0, 0> // light's position (translated below)
>> color rgb <1, 1, 1> // light's color
>> translate <-30, 30, -30>
>> }
>>
>> // ----------------------------------------
>>
>> plane { // checkered floor
>> y, -1
>> texture
>> {
>> pigment {
>> checker
>> color rgb 1
>> color blue 1
>> scale 0.5
>> }
>> finish{
>> diffuse 0.8
>> ambient 0.1
>> }
>> }
>> }
>>
>> // *************************
>> // *** OLD BRUSHED METAL ***
>> // *************************
>> // + microsurface normal
>> #declare p_micro2=
>> pigment{
>> crackle turbulence 1
>> color_map{
>> [0.00 White*.7]
>> [0.01 White*.7]
>> [0.02 White]
>> [1.00 White]
>> }
>> scale 5
>> }
>> #declare p_micro1=
>> pigment{
>> cells
>> turbulence .5
>> color_map{
>> [0.0 White*.9]
>> [1.0 White]
>> }
>> scale .01
>> }
>> // + average all the normals
>> #declare p_brushed_new=
>> pigment{
>> average turbulence 0
>> pigment_map{
>> [0.0 p_micro1]
>> [0.1 p_micro1 rotate 45*x]
>> [0.2 p_micro1 rotate -45*x]
>> [0.3 p_micro2]
>> [0.4 p_micro1 rotate 45*y]
>> [0.5 p_micro1 rotate -45*y]
>> [0.6 p_micro1 rotate 90*z]
>> [0.7 p_micro2 rotate 45]
>> [0.8 p_micro1 rotate 45*z]
>> [0.9 p_micro1 rotate 90*y]
>> [1.0 p_micro1 rotate -45*z]
>> }
>> scale .1
>> }
>>
>> // + declare the final normal as image_pattern
>> #declare n_brushed_new=
>> normal{pigment_pattern{p_brushed_new} .4}
>> // + declare the final metal texture
>> #declare t_metal=
>> texture{
>> pigment{
>> // rgb ReflectiveSpectrum(RS_BoltMetal2)
>> // rgb ReflectiveSpectrum(RS_Nickel1)
>> // rgb ReflectiveSpectrum(RS_NickelBrass1)
>> rgb ReflectiveSpectrum(RS_NordicGold1)
>> // rgb ReflectiveSpectrum(RS_Iron)
>> // rgb ReflectiveSpectrum(RS_StainlessSteel1)
>> }
>> finish{
>> Metal
>> }
>> #if (use_norm)
>> normal{n_brushed_new .5}
>> #end
>> }
>>
>> sphere { // reflective sphere
>> 0.0, 1
>> texture {
>> pigment {
>> color rgb <0.8,0.8,1.0>
>> }
>> finish{
>> diffuse 0.3
>> ambient 0.0
>> specular 0.6
>> reflection {
>> 0.8
>> metallic
>> }
>> conserve_energy
>> }
>> }
>> }
>>
>>
> The problem is with the following section.
>
> // *************************
> // *** OLD BRUSHED METAL ***
> // *************************
> // + microsurface normal
> #declare p_micro2=
> pigment{
> crackle turbulence 1
> color_map{
> [0.00 White*.7]
> [0.01 White*.7]
> [0.02 White]
> [1.00 White]
> }
> scale 5
> }
> #declare p_micro1=
> pigment{
> cells
> turbulence .5
> color_map{
> [0.0 White*.9]
> [1.0 White]
> }
> scale .01
> }
> // + average all the normals
> #declare p_brushed_new=
> pigment{
> average turbulence 0
> pigment_map{
> [0.0 p_micro1]
> [0.1 p_micro1 rotate 45*x]
> [0.2 p_micro1 rotate -45*x]
> [0.3 p_micro2]
> [0.4 p_micro1 rotate 45*y]
> [0.5 p_micro1 rotate -45*y]
> [0.6 p_micro1 rotate 90*z]
> [0.7 p_micro2 rotate 45]
> [0.8 p_micro1 rotate 45*z]
> [0.9 p_micro1 rotate 90*y]
> [1.0 p_micro1 rotate -45*z]
> }
> scale .1
> }
>
> // + declare the final normal as image_pattern
> #declare n_brushed_new=
> normal{pigment_pattern{p_brushed_new} .4}
> // + declare the final metal texture
> #declare t_metal=
> texture{
> pigment{
> // rgb ReflectiveSpectrum(RS_BoltMetal2)
> // rgb ReflectiveSpectrum(RS_Nickel1)
> // rgb ReflectiveSpectrum(RS_NickelBrass1)
> rgb ReflectiveSpectrum(RS_NordicGold1)
> // rgb ReflectiveSpectrum(RS_Iron)
> // rgb ReflectiveSpectrum(RS_StainlessSteel1)
> }
> finish{
> Metal
> }
> #if (use_norm)
> normal{n_brushed_new .5}
> #end
> }
I've narrowed it down. The following line is the problem. It references
lightsysIV from ignorancia.org.
rgb ReflectiveSpectrum(RS_NordicGold1)
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BinaryCortex wrote:
> POVRay crashed when I tried to render a test scene and produced a dump
> file. I need to know how to send it to you so it can be analyzed. I want
> to help make POVRay better but the news server is preventing that.
Please read the bug reporting guidelines in the povray.announce.
frequently-asked-questions group. What is important is providing a minimal
scene, not some huge dump file unless it has *explicitly* been requested by
a developer *after* you provided a minimal scene. Further, please post
binary attachments to the binary group, not this group.
Thorsten, POV-Team
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