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I've been getting very strange unaccountable artefacts when rendering
certain scenes in 3.7b3 (not SSE2). The artefacts do not show up when I
render them with 3.61a, so I'm pretty sure that the cause lies in 3.7b3.
Both scenes are modified versions of sample files included in the
/interior/ directory.
Also, both were rendered (in both versions) on the [640x480, AA 0.3] mode of
the default INI, with the command line:
+FN16 +AM1 +A0.3 +R3
[along with a +O command to redirect the output]
I've attached (glitch1) rendered in 3.7b3... (sorry about the long post...)
The two scenes are:
(glitch1)
// Persistence Of Vision raytracer version 3.5 sample file.
// File by Dieter Bayer
// This scene shows fog with filter and transmittance.
//
// -w320 -h240
// -w800 -h600 +a0.3
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
camera {
location <0, 20, -100>
direction <0, 0, 1>
up <0, 1, 0>
right <4/3, 0, 0>
}
background { colour SkyBlue }
// Filtering fog with transmittance threshold
fog {colour rgbft<-55.3, .5, 0.2, 5.0, .1> distance 150 fog_alt -20 fog_type
2 turbulence <.3,.5,.4> up <-3,2,.5>}
// Put down the beloved famous raytrace green/yellow checkered floor
plane { y, -10
pigment {
checker colour Yellow colour Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
}
sphere { <0, 25, 0>, 40
pigment {Red}
finish {
ambient 0.2
diffuse 0.6
phong 1.0
phong_size 20
}
}
sphere { <-100, 150, 200>, 20
pigment {Green}
finish {
ambient 0.2
diffuse 0.6
phong 1.0
phong_size 20
}
}
sphere { <100, 25, 100>, 30
pigment {Blue}
finish {
ambient 0.2
diffuse 0.6
phong 1.0
phong_size 20
}
}
light_source {<100, 120, 40> colour White}
(glitch2)
// Persistence Of Vision raytracer version 3.5 sample file.
// Magnifying glass created using POV-Ray's refraction.
// A convex lens created with CSG
// (and something to view through it)
// This example doesn't work very well, but it gives a good
// starting point for a better use of the magnifying glass.
//
// -w320 -h240
// -w800 -h600 +a0.3
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
#include "glass.inc"
#include "consts.inc" // Index of refraction constants
camera {
location <0.0, 2, -10>
direction <0.0, 0.0, 1>
angle 40
up <0.0, 1.0, 0.0>
right <4/3, 0.0, 0.0>
look_at <0, 0, 0>
}
light_source { <30, 50, -50> color White }
light_source { <-30, 10, 20> color Gray50 }
fog { color Gray50 distance 200 } // This fog reaches max density at 200z
// Background sphere
/*sphere { <0, 0, 0>, 1
hollow on
finish { crand 0.015 }
pigment {
gradient y
color_map {
[0.0 1.0 color Gray80 color Gray30]
}
scale 10000
}
} */
// A lens. This uses the Ellipsoid quadric to make it independantly
// scalable, but it would be faster to use spheres.
// It is designed "sideways" so you can see the thickness.
// It is then rotated 90o on Y so the viewer is looking through the lens.
#declare Lens_Thickness = 0.35;
#declare Lens_Diameter = 1.5;
#declare Lens =
intersection {
sphere { <0, 0, 0>, 1.5 translate <0.75, 0, 0> }
sphere { <0, 0, 0>, 1.5 translate <-0.75, 0, 0> }
interior{ior 1.01 caustics 20 fade_power 3 fade_distance 20 fade_color .5
dispersion_samples 20}
texture {
T_Glass3
finish {
specular 0 phong 0 //reflection {-1,-2 exponent 1}
// Over-ride reflection
}
}
scale <Lens_Thickness, Lens_Diameter, Lens_Diameter>
}
#declare Lens2 =
intersection {
sphere { <0, 0, 0>, 1.5 translate <0.75, 0, 0> }
sphere { <0, 0, 0>, 1.5 translate <-0.75, 0, 0> }
interior{ior 1.5 caustics 20 fade_power 3 dispersion 2 fade_distance 20
fade_color <.4,.8,-.2> dispersion_samples 20}
texture {
pigment{rgbft<.7,.8,.6,-.1,1.6>}
finish {
specular 0 phong 0 //reflection {-1,-2 exponent 1}
// Over-ride reflection
}
}
scale <Lens_Thickness, Lens_Diameter, Lens_Diameter>
}
plane { y, -4
pigment {
checker color HuntersGreen color SummerSky
scale <3, 1, 3>
}
finish {
ambient 0.2
diffuse 0.6 metallic 5
reflection {.5,-.1 exponent 10 metallic -20}
}
}
object { Lens rotate <-10,70,5> }
//object { Lens2 rotate <-10,70,5> translate 4*z+1.5*y+1.2*x }
// A sphere in the distance
//sphere { <3, 1, 30>, 2 finish {Phong_Shiny} pigment {Orange} }
/*object { Cylinder_X
finish {
Phong_Shiny
ambient 0.25
diffuse 0.6
}
pigment {
granite
scale 2
}
rotate -75*y
translate <0 ,-3, 25>
} */
(I've included the commented lines just in case they have anything to do
with it- though I really doubt it.)
The technical stuff: Windows 2000 Professional SP4 on a Pentium II with
256MB of RAM - No GUI-extensions - 2 threads
Bent
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Attachments:
Download 'glitch1a.png' (605 KB)
Preview of image 'glitch1a.png'
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