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19 Apr 2024 06:47:31 EDT (-0400)
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From: Jörg "Yadgar" Bleimann
Subject: Re: mesh2 generator: strange error!
Date: 9 Jul 2020 17:05:10
Message: <5f078686@news.povray.org>
On 09.07.20 19:38, Bald Eagle wrote:
> I added line 253 as:
>      translate Cam_Pos/2
> then
> I changed line 281 to
> location Cam_Pos*2

I tried out your suggestions... and the result is quite weird, as you see:


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From: Bald Eagle
Subject: Re: mesh2 generator: strange error!
Date: 9 Jul 2020 17:55:06
Message: <web.5f07918f2c156900fb0b41570@news.povray.org>
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:

> I tried out your suggestions... and the result is quite weird, as you see:

Indeed.
I would suggest either getting rid of your planet entirely for test renders, or
at least give it a transmit value so you can see below the surface.

Create a macro that will give the min_extent and max_extent of your tile, and
calculate the approximate surface normal.   You could then "draw" a cylinder
from the planet center to the center of the tile, and a cone from a [large]
fraction of the camera location to the center of the tile, so you can always get
a bearing on it.

But at least you see the tile and know its approximate location.


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From: Jörg "Yadgar" Bleimann
Subject: Re: mesh2 generator: strange error!
Date: 14 Jul 2020 18:35:29
Message: <5f0e3331$1@news.povray.org>
Hi(gh)!

On 09.07.20 23:52, Bald Eagle wrote:

> Create a macro that will give the min_extent and max_extent of your tile,

I really have no clue how to do this - and I can't look it up, as is 
seems not to be included in the POV-Ray 3.7 doc!

See you in Khyberspace!

Yadgar


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From: Bald Eagle
Subject: Re: mesh2 generator: strange error!
Date: 14 Jul 2020 19:40:01
Message: <web.5f0e41922c156900fb0b41570@news.povray.org>
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> Hi(gh)!
>
> On 09.07.20 23:52, Bald Eagle wrote:
>
> > Create a macro that will give the min_extent and max_extent of your tile,
>
> I really have no clue how to do this - and I can't look it up, as is
> seems not to be included in the POV-Ray 3.7 doc!
>
> See you in Khyberspace!
>
> Yadgar



#declare Obj = union {
// Everything
}
 #local Min = min_extent (Obj);
 #local Max = max_extent (Obj);
 #local Center = (Min+Max)/2;


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From: Jörg "Yadgar" Bleimann
Subject: Re: mesh2 generator: strange error!
Date: 14 Jul 2020 19:45:28
Message: <5f0e4398$1@news.povray.org>
On 15.07.20 01:36, Bald Eagle wrote:

> #declare Obj = union {
> // Everything
> }
>   #local Min = min_extent (Obj);
>   #local Max = max_extent (Obj);
>   #local Center = (Min+Max)/2;
> 

Do these two functions return float or vector values?


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From: Bald Eagle
Subject: Re: mesh2 generator: strange error!
Date: 14 Jul 2020 20:00:01
Message: <web.5f0e468d2c156900fb0b41570@news.povray.org>
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> On 15.07.20 01:36, Bald Eagle wrote:
>
> > #declare Obj = union {
> > // Everything
> > }
> >   #local Min = min_extent (Obj);
> >   #local Max = max_extent (Obj);
> >   #local Center = (Min+Max)/2;
> >
>
> Do these two functions return float or vector values?

They're <x, y, z> coordinates.

http://wiki.povray.org/content/Reference:Vector_Expressions#Functions


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From: Jörg "Yadgar" Bleimann
Subject: Re: mesh2 generator: strange error!
Date: 14 Jul 2020 22:11:46
Message: <5f0e65e2@news.povray.org>
Hi(gh)!

On 15.07.20 01:58, Bald Eagle wrote:
> =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
>> On 15.07.20 01:36, Bald Eagle wrote:
>>
>>> #declare Obj = union {
>>> // Everything
>>> }
>>>    #local Min = min_extent (Obj);
>>>    #local Max = max_extent (Obj);
>>>    #local Center = (Min+Max)/2;
>>>
>>
>> Do these two functions return float or vector values?
> 
> They're <x, y, z> coordinates.
> 
> http://wiki.povray.org/content/Reference:Vector_Expressions#Functions
> 

Meanwhile, I found out the reason for the weird position of the terrain 
slice: when adding a flattening factor to the calculation of the 
vertices, I accidentally deleted the cosine statement for the x 
coordinate! I replaced it, and now the terrain is in the correct place - 
but I wonder that the texture_list has no effect on its coloring, the 
entire relief is black!

I still have a full-resolution (i.e. 3601 by 3601) mesh2 of the Kabul 
area rendering correctly, but looking up 3.5 GB of text for the 
implementation of the texture is next to impossible...

So here once more the "small" (still some 15,000 lines of code!) mesh2 
script generated by my mesh2writer.pov...

See you in Khyberspace!

Yadgar


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From: Thomas de Groot
Subject: Re: mesh2 generator: strange error!
Date: 15 Jul 2020 02:29:22
Message: <5f0ea242@news.povray.org>

> I really have no clue how to do this - and I can't look it up, as is 
> seems not to be included in the POV-Ray 3.7 doc!
> 

As for the docs, the best you can do is use this:

http://wiki.povray.org/content/Reference:Keywords

the wiki docs are the most up to date. Looking up the Keywords is 
fastest. I use this almost on a daily basis.

-- 
Thomas


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From: Bald Eagle
Subject: Re: mesh2 generator: strange error!
Date: 15 Jul 2020 06:25:00
Message: <web.5f0ed8b02c156900fb0b41570@news.povray.org>
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:

> I still have a full-resolution (i.e. 3601 by 3601) mesh2 of the Kabul
> area rendering correctly, but looking up 3.5 GB of text for the
> implementation of the texture is next to impossible...

A mesh of one or two triangles can be placed in exactly the same places as one
of 3601 x 3601 triangles.

Put very simple, fast objects in place when testing.
Get it work and work well (change up some of the numbers to verify your
hard-coded assumptions) and then save a copy of the working code somewhere.
If the texture definition is gigantic, trim it down to a simplistic
representation and see what the pattern modifiers are doing.

Do that, and I'll bet you'll find the problem in no time.


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From: Bald Eagle
Subject: Re: mesh2 generator: strange error!
Date: 15 Jul 2020 07:25:01
Message: <web.5f0ee6652c156900fb0b41570@news.povray.org>
#declare F_Earthslice = finish {ambient 0.05 diffuse 1 brilliance 0.25 }

ambient 0.05 seems incredibly low, but diffuse 1 ought to be fine.

This leads me to question: Where is your light source and at what angle does it
impinge upon the surface?

Render a shadowless cylinder from your light source location to the
ApproxLook = <-3347983.0848,4226003.8087,3406932.3387>;
vector to see for sure.

Right now you're flying blind and feeling around in the dark.


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