POV-Ray : Newsgroups : povray.binaries.images : Alpha-channel textures and media Server Time
15 Nov 2024 22:25:37 EST (-0500)
  Alpha-channel textures and media (Message 1 to 6 of 6)  
From: Timothy R  Cook
Subject: Alpha-channel textures and media
Date: 9 Apr 2003 18:49:36
Message: <3e94a380@news.povray.org>
What's the story behind this?  Observe thou the humble salix
babylonica, fore a striped backgroun and three media-containing
cylinders.  The cylinder on the left is filled with absorbing,
the middle with emitting, and the right with scattering media.
The alpha-channel-containing textures that represent the leaves
behave most oddly when there is absorbing or scattering media
behind them.

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Tim Nikias v2 0
Subject: Re: Alpha-channel textures and media
Date: 9 Apr 2003 18:57:39
Message: <3e94a563$1@news.povray.org>
Let me just say that perhaps when trying to show that
something behaves odd, you shouldn't use white as a
color, when white is what you get as a side-effect...
Aside of that, try putting hollow onto the leaves.


--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> What's the story behind this?  Observe thou the humble salix
> babylonica, fore a striped backgroun and three media-containing
> cylinders.  The cylinder on the left is filled with absorbing,
> the middle with emitting, and the right with scattering media.
> The alpha-channel-containing textures that represent the leaves
> behave most oddly when there is absorbing or scattering media
> behind them.
>
> --
> Tim Cook
> http://home.bellsouth.net/p/PWP-empyrean
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
> PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
> D++(---) G(++) e*>++ h+ !r--- !y--
> ------END GEEK CODE BLOCK------


Post a reply to this message

From: Timothy R  Cook
Subject: Re: Alpha-channel textures and media
Date: 9 Apr 2003 19:05:10
Message: <3e94a726$1@news.povray.org>
Tim Nikias v2.0 wrote:
> Let me just say that perhaps when trying to show that
> something behaves odd, you shouldn't use white as a
> color, when white is what you get as a side-effect...

Um you can see the same effect behind the grey and green
stripes too; it's why I put them there.

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


Post a reply to this message

From: Timothy R  Cook
Subject: Re: Alpha-channel textures and media
Date: 9 Apr 2003 19:07:10
Message: <3e94a79e@news.povray.org>
Tim Nikias v2.0 wrote:
> Aside of that, try putting hollow onto the leaves.

Ah, that works.

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


Post a reply to this message

From: Tim Nikias v2 0
Subject: Re: Alpha-channel textures and media
Date: 10 Apr 2003 03:23:49
Message: <3e951c05$1@news.povray.org>
Its a well-known issue which 2D objects like triangles and disc,
but its not documented. I've no clue whats causing this, but
whenever I spot problem with media, I look for objects obscuring
the media, and if they are 2D and don't have hollow.

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> Tim Nikias v2.0 wrote:
> > Aside of that, try putting hollow onto the leaves.
>
> Ah, that works.
>
> --
> Tim Cook
> http://home.bellsouth.net/p/PWP-empyrean
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
> PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
> D++(---) G(++) e*>++ h+ !r--- !y--
> ------END GEEK CODE BLOCK------
>


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From: Timothy R  Cook
Subject: Re: Alpha-channel textures and media
Date: 10 Apr 2003 04:17:27
Message: <3e952897@news.povray.org>
Tim Nikias v2.0 wrote:
> Its a well-known issue which 2D objects like triangles and disc,
> but its not documented. I've no clue whats causing this, but
> whenever I spot problem with media, I look for objects obscuring
> the media, and if they are 2D and don't have hollow.

Would be nice if it were documented.

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


Post a reply to this message

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