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One type of artifacts seen with smoothed meshes is dark specks, and/or
the interior_texture poking through, at the mesh's outline; see the
first image for an example.
Those artifacts can be avoided with a patch, as seen in the second
image. (The one remaining red triangle is actually a hole in the mesh,
not an artifact.)
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Attachments:
Download 'mesh_artifacts_37.png' (72 KB)
Download 'mesh_artifacts_37_patched.png' (70 KB)
Preview of image 'mesh_artifacts_37.png'
Preview of image 'mesh_artifacts_37_patched.png'
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On 9-1-2013 0:41, clipka wrote:
> One type of artifacts seen with smoothed meshes is dark specks, and/or
> the interior_texture poking through, at the mesh's outline; see the
> first image for an example.
>
> Those artifacts can be avoided with a patch, as seen in the second
> image. (The one remaining red triangle is actually a hole in the mesh,
> not an artifact.)
Excellent. I noticed these artefacts indeed lately with the Satrap's
veil: the interior_texture was partly poking through in places and I
initially thought it was a modelling problem.
Thomas
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> One type of artifacts seen with smoothed meshes is dark specks,
> and/or the interior_texture poking through, at the mesh's outline;
> see the first image for an example.
>
> Those artifacts can be avoided with a patch, as seen in the second
> image. (The one remaining red triangle is actually a hole in the
> mesh, not an artifact.)
Sweet... I sometimes resorted to insane subdivision levels to try to
avoid these.
We need you to render regular scenes more often, so you can find
things to fix... ;)
Thanks,
--
Jaime
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clipka <ano### [at] anonymousorg> wrote:
>
> Those artifacts can be avoided with a patch...
That's quite amazing.
I had always thought that these kinds of anomalies were 'unfixable'--a natural
consequence of the smooth_triangle normals at the edges of objects. (As in 2.4.8
in the docs, "The shadow line artifact.") The only *partial* solution I've ever
found (which has been noted in the past) is the use of 'double_illuminate.' But
that was always kind of a kludge.
Your patch would be *most* welcome!! Nice work.
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Am 09.01.2013 12:58, schrieb Kenneth:
> I had always thought that these kinds of anomalies were 'unfixable'--a natural
> consequence of the smooth_triangle normals at the edges of objects. (As in 2.4.8
> in the docs, "The shadow line artifact.") The only *partial* solution I've ever
> found (which has been noted in the past) is the use of 'double_illuminate.' But
> that was always kind of a kludge.
Make no mistake - these are only the artifacts at the outline; the
classic shadow line artifacts are a trickier case.
> Your patch would be *most* welcome!! Nice work.
I'm sure it will find its way into POV-Ray proper. Not for 3.7.0 (the
necessary changes go too deep), but I'd expect a 3.7.1 shortly after.
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