POV-Ray : Newsgroups : povray.beta-test : Large square artifacts everywhere Server Time
28 Jul 2024 14:32:54 EDT (-0400)
  Large square artifacts everywhere (Message 1 to 2 of 2)  
From: Sven Geier
Subject: Large square artifacts everywhere
Date: 29 Oct 2008 13:25:01
Message: <web.49089b589b98030e5b4449250@news.povray.org>
Similar to the issue around "cracle" posted earlier, I get this kind of stuff in
a lot of olderish renders. Here's a stripped-down piece of ocean that exhibits
it, for example:

// -------------------
#include "functions.inc"

camera {
  location  <3, 1.8, 1>
  look_at   <0, 0,  -.2>
}

light_source { <0, -20, 0>  color rgb <1, .7, .3>*10 spotlight point_at 0 }

isosurface {
  function { y-.5*f_wrinkles(x,y,z) }
  contained_by { box { <-50,-50,-50>, <50,1,50> } }
  material {
    texture {
      pigment { color rgbft <0.1, 0.6, 0.8, 0.6,.4> }
      finish { diffuse 0.01 specular 0.6 reflection .2 conserve_energy}
    }
    interior {
      ior 1.5
    }
  }
 }
// -------------------

I do note that it goes away if both f and t are set to zero (but not if either
remains non-zero).


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From: Quietman
Subject: Re: Large square artifacts everywhere
Date: 22 Nov 2008 12:54:19
Message: <4928474b@news.povray.org>
I would like to add that using a pigment { crackle } gives block artifacts 
on my renders also.

"Sven Geier" <.sven.at.sgeier.dot.net.nospamplease> wrote in message 
news:web.49089b589b98030e5b4449250@news.povray.org...
> Similar to the issue around "cracle" posted earlier, I get this kind of 
> stuff in
> a lot of olderish renders. Here's a stripped-down piece of ocean that 
> exhibits
> it, for example:
>
> // -------------------
> #include "functions.inc"
>
> camera {
>  location  <3, 1.8, 1>
>  look_at   <0, 0,  -.2>
> }
>
> light_source { <0, -20, 0>  color rgb <1, .7, .3>*10 spotlight point_at 
> 0 }
>
> isosurface {
>  function { y-.5*f_wrinkles(x,y,z) }
>  contained_by { box { <-50,-50,-50>, <50,1,50> } }
>  material {
>    texture {
>      pigment { color rgbft <0.1, 0.6, 0.8, 0.6,.4> }
>      finish { diffuse 0.01 specular 0.6 reflection .2 conserve_energy}
>    }
>    interior {
>      ior 1.5
>    }
>  }
> }
> // -------------------
>
> I do note that it goes away if both f and t are set to zero (but not if 
> either
> remains non-zero).
>
>


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