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Le 15/01/2012 22:20, clipka a écrit :
> The root cause has been identified by now; it only shows when a ray
> happens to hit the image map extremely close to the image border (about
> a trillionth (1e-12) of a pixel off in this case), and is due to
> precision issues apparently not considered by the original code author.
I guess it's yet another case of computer ending with mathematically
impossible result, like computing the dot product of two unit vectors
and being aware that the result might indeed be bigger than 1, before
trying to compute the arccos of the result to get the value of the
angle. It should not happen... and yet it does in a very few cases.
Good detective work then, dear Clipka!
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On 15/01/2012 9:20 PM, clipka wrote:
>
> The root cause has been identified by now; it only shows when a ray
> happens to hit the image map extremely close to the image border (about
> a trillionth (1e-12) of a pixel off in this case), and is due to
> precision issues apparently not considered by the original code author.
After installing RC6 I am still getting the same error.
Below is a link to the scene rendered with one thread. You can see that
the render fails before the block reaches the image border. For
comparison I have included a link to the scene rendered with eight threads.
1 thread
http://imgur.com/8BG0X
8 threads
http://imgur.com/HTldu
Code:
#version 3.7;
global_settings {
adc_bailout 0.0039
ambient_light rgb <1.000,1.000,1.000>
assumed_gamma 1.00
irid_wavelength rgb <0.250,0.180,0.140>
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
background { colour rgb <0.000,0.000,0.000> }
#declare Ring_Texture1 =
texture {
uv_mapping
pigment {
image_map{
png "sat_ring_color.png"
interpolate 2
map_type 0
}
rotate <90.000,90.000,0.000>
}
finish {
ambient rgb <0.100,0.100,0.100> *5
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.050
}
}
#declare Camera0 =
camera {
perspective
location <3843.816,38.892,-2660.667>
up y
right 1.333*x
angle 33.000
sky <-0.004,1.000,0.002>
look_at < 0.449, 18.943, 0.102 >
} // end Camera0
disc { // Disc0
0,y,4.400000,2.500000
texture{ Ring_Texture1 }
scale <750.000000,750.000000,750.000000>
rotate <0.000000,0.000000,-20.000000>
translate <-3500.000000,900.000000,900.000000>
} // end Disc0
camera{ Camera0 }
--
Regards
Stephen
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Am 22.06.2012 14:35, schrieb Stephen:
> On 15/01/2012 9:20 PM, clipka wrote:
>>
>> The root cause has been identified by now; it only shows when a ray
>> happens to hit the image map extremely close to the image border (about
>> a trillionth (1e-12) of a pixel off in this case), and is due to
>> precision issues apparently not considered by the original code author.
>
> After installing RC6 I am still getting the same error.
Yes; this issue accidently "fell off the bench" and didn't get picked up
again until just after RC6 had been built. Sorry for that, my bad.
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