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Hi Guys,
I'm trying to re-make an old scene with a transparent background and
after trying different things, I realised that I was not getting the
same output depending on the use of the +ua option or not. I attached a
minimal scene with the two images.
Do you get the same ? Is it the expected behaviour ? And if so, what is
the explanation please ?
Nico
// povray +Iscene.pov +fn +oscene.png
// povray +Iscene.pov +fn +ua +oscene-ua.png
camera {
location <0,0,-3>
look_at 0
direction 1.5*z
right x*image_width/image_height
}
#macro Glow(Color)
media {
emission 1
density {
spherical
poly_wave 5
density_map {
[0 rgb 0]
[1 rgb Color]
}
}
method 3
}
#end
box {-10, 10 hollow}
sphere {
0, 1
hollow on
pigment {rgbt 1}
interior {Glow(<1.0, 0.1, 0.2>*44)}
}
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Attachments:
Download 'scene.png' (18 KB)
Download 'scene-ua.png' (18 KB)
Preview of image 'scene.png'
Preview of image 'scene-ua.png'
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> Do you get the same ? Is it the expected behaviour ? And if so, what is
> the explanation please ?
This is probably the same problem that I was having in the thread "alpha
output color problem" on 1/1/05, and that Zeger Knaepen mentioned in the
thead "possible bug?" on 11/28/04.
In short, the developers haven't commented on the issue yet (so there's no
news on whether it's a bug or intended behavior, hopefully the former). But
version 3.5 didn't have this problem, so if you're not depending on any of
the changes in version 3.6, then you can use version 3.5 for your
alpha-output images.
- Slime
[ http://www.slimeland.com/ ]
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Ok, thanks, I will use version 3.5 then.
What is weird though with version 3.6 is when you add a dummy radiosity
block like:
global_settings {
radiosity {
pretrace_start 0.08
pretrace_start 0.01
}
}
You can clearly see that the image is ok during pretrace but then, the
final trace goes wrong.
Nico
Slime wrote:
>>Do you get the same ? Is it the expected behaviour ? And if so, what is
>>the explanation please ?
>
>
>
> This is probably the same problem that I was having in the thread "alpha
> output color problem" on 1/1/05, and that Zeger Knaepen mentioned in the
> thead "possible bug?" on 11/28/04.
>
> In short, the developers haven't commented on the issue yet (so there's no
> news on whether it's a bug or intended behavior, hopefully the former). But
> version 3.5 didn't have this problem, so if you're not depending on any of
> the changes in version 3.6, then you can use version 3.5 for your
> alpha-output images.
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
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"Nicolas Rougier" <rou### [at] loriafr> wrote in message
news:41e4e85a$1@news.povray.org...
>
> Ok, thanks, I will use version 3.5 then.
>
> What is weird though with version 3.6 is when you add a dummy radiosity
> block like:
>
> global_settings {
> radiosity {
> pretrace_start 0.08
> pretrace_start 0.01
> }
> }
>
> You can clearly see that the image is ok during pretrace but then, the
> final trace goes wrong.
you don't need radiosity for that, just adding +sp8 +ep4 to your ini will show
you the same thing :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Among other things, Slime saw fit to write:
> But version 3.5 didn't have this problem, so if you're not depending on
> any of the changes in version 3.6, then you can use version 3.5 for your
> alpha-output images.
If the alpha channel is OK, you could render twice (once with +ua and once
without) and use the alpha channel of the "transparent" picture for the
"opaque" one.
--
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
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But I will get aliasing problem depending on the background, no ?
Nicolas
Jellby wrote:
> Among other things, Slime saw fit to write:
>
>
>>But version 3.5 didn't have this problem, so if you're not depending on
>>any of the changes in version 3.6, then you can use version 3.5 for your
>>alpha-output images.
>
>
> If the alpha channel is OK, you could render twice (once with +ua and once
> without) and use the alpha channel of the "transparent" picture for the
> "opaque" one.
>
w
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Nicolas Rougier wrote:
> But I will get aliasing problem depending on the background, no ?
Yes.
When the alpha channel is turned on, the rgb values are divided with the
alpha value, such that when the rgb values are later multiplied with the
alpha value in an image viewer it will balance out.
If the dividing step is not done, you will get traces of the background
color at the edges of antialiased objects, and the background color will
also be visible behind all semi-transparent surfaces.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk
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