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I need some help figuring out this output I'm getting (Attached). I can't tell
if its a bug or someting else that I just don't know about like surface
coincidence. I don't recognize what might be causing the planar like objects.
The spherical sweep code is
#declare i_start = 0;
#declare i_stop = 3;
#declare i_step = 0.05;
#declare i_inc = i_start;
sphere_sweep {
linear_spline // linear curve
//cubic_spline // alternative spline curves
//b_spline
(i_stop - i_start)/i_step + 1, // number of specified sphere positions
#while(i_inc<=i_stop)
#declare y_coor = 0.23*sin(7.1*i_inc);
<i_inc, y_coor, 0>, 0.05
#declare i_inc = i_inc + i_step;
#end
pigment{color Orange}
}
The scene file is
#version 3.6;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
camera {
location <0, 0.0, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
plane {
y, -2
pigment { color rgb <0.7,0.5,0.3> }
}
#declare i_start = 0;
#declare i_stop = 3;
#declare i_step = 0.05;
#declare i_inc = i_start;
sphere_sweep {
linear_spline // linear curve
(i_stop - i_start)/i_step + 1, // number of specified sphere positions
#while(i_inc<=i_stop)
#declare y_coor = 0.23*sin(7.1*i_inc);
<i_inc, y_coor, 0>, 0.05
#declare i_inc = i_inc + i_step;
#end
pigment{color Orange}
}
Can someone explain this?
Post a reply to this message
Attachments:
Download 'sun20100327a.png' (15 KB)
Preview of image 'sun20100327a.png'
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>I need some help figuring out this output I'm getting (Attached). I can't
>tell
> if its a bug or someting else that I just don't know about like surface
> coincidence. I don't recognize what might be causing the planar like
> objects.
> Can someone explain this?
Sphere sweep has been buggy since it's introduction in 3.6...
Here's a workaround that uses a macro instead...
// a sphere sweep
#macro Sweep(SPL, from, to, rez)
#local eval_to = to;
#local C = from;
sphere {<SPL(C).x,SPL(C).y,SPL(C).z>,SPL(C).t}
#while (C<eval_to-rez)
cone {<SPL(C).x,SPL(C).y,SPL(C).z>,SPL(C).t,
<SPL(C+rez).x,SPL(C+rez).y,SPL(C+rez).z>,SPL(C+rez).t}
sphere {<SPL(C+rez).x,SPL(C+rez).y,SPL(C+rez).z>,
SPL(C+rez).t}
#local C=C+rez;
#end
#end
// a spline for the sweep
#declare i_start = 0;
#declare i_stop = 3;
#declare i_step = 0.05;
#declare i_inc = i_start;
#declare wave = spline {
natural_spline //linear_spline
#while(i_inc <= i_stop)
i_inc, <i_inc,0.23*sin(7.1*i_inc),0,0.05>
#local i_inc = i_inc + i_step;
#end
};
// the sweep object
union {
Sweep(wave,0,3,0.005)
pigment{color Orange}
}
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Am 28.03.2010 05:50, schrieb Woody:
> I need some help figuring out this output I'm getting (Attached). I can't tell
> if its a bug or someting else that I just don't know about like surface
> coincidence. I don't recognize what might be causing the planar like objects.
That looks... um, shall we say, "interesting"? :-)
Seriously, that's a bug if I've ever seen one (and I've seen a few ;-)).
Obviously not only the cubic_spline sphere sweep needs reworking, but
also the linear_spline variant.
Post a reply to this message
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clipka wrote:
> Am 28.03.2010 05:50, schrieb Woody:
>
> That looks... um, shall we say, "interesting"? :-)
>
Save the code, it looks like a Dragon to me...
--
--
Eric
Post a reply to this message
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> I need some help figuring out this output I'm getting (Attached). I can't tell
> if its a bug or someting else that I just don't know about like surface
> coincidence. I don't recognize what might be causing the planar like objects.
>
> The spherical sweep code is
>
> #declare i_start = 0;
> #declare i_stop = 3;
> #declare i_step = 0.05;
> #declare i_inc = i_start;
> sphere_sweep {
> linear_spline // linear curve
> //cubic_spline // alternative spline curves
> //b_spline
> (i_stop - i_start)/i_step + 1, // number of specified sphere positions
> #while(i_inc<=i_stop)
> #declare y_coor = 0.23*sin(7.1*i_inc);
> <i_inc, y_coor, 0>, 0.05
> #declare i_inc = i_inc + i_step;
>
>
> #end
>
>
> pigment{color Orange}
>
> }
>
> The scene file is
>
>
>
> #version 3.6;
>
> #include "colors.inc"
>
> global_settings {
> assumed_gamma 1.0
> }
>
>
> camera {
> location<0, 0.0, -4.0>
> direction 1.5*z
> right x*image_width/image_height
> look_at<0.0, 0.0, 0.0>
> }
>
> sky_sphere {
> pigment {
> gradient y
> color_map {
> [0.0 rgb<0.6,0.7,1.0>]
> [0.7 rgb<0.0,0.1,0.8>]
> }
> }
> }
>
> light_source {
> <0, 0, 0> // light's position (translated below)
> color rgb<1, 1, 1> // light's color
> translate<-30, 30, -30>
> }
>
> plane {
> y, -2
> pigment { color rgb<0.7,0.5,0.3> }
> }
>
> #declare i_start = 0;
> #declare i_stop = 3;
> #declare i_step = 0.05;
> #declare i_inc = i_start;
> sphere_sweep {
> linear_spline // linear curve
>
> (i_stop - i_start)/i_step + 1, // number of specified sphere positions
> #while(i_inc<=i_stop)
>
> #declare y_coor = 0.23*sin(7.1*i_inc);
> <i_inc, y_coor, 0>, 0.05
> #declare i_inc = i_inc + i_step;
>
>
> #end
>
>
> pigment{color Orange}
>
> }
>
> Can someone explain this?
It's just another instance of the sphere_sweep bug that receive so much
comments these days.
The interesting thing is that the linear_spline shows all those
artefacts while cubic_cpline is clean, and b_spline mostly clean but
does show a small artefact on the right. (a slight, narrow, black line)
Maybe the readon I normaly don't have much artefacts, I tend to mostly
use cubic_spline in my scenes.
Best----> cubic_spline
Correct-> b_spline
Worst---> linear_spline
Alain
Post a reply to this message
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Revised picture and code going into bug system
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
camera {
location <0, 0.0, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
#declare i_start = 0;
#declare i_stop = 3;
#declare i_step = 0.05;
#declare i_inc = i_start;
sphere_sweep {
linear_spline // linear curve
(i_stop - i_start)/i_step + 1, // number of specified sphere positions
#while(i_inc<=i_stop)
#declare y_coor = 0.23*sin(7.1*i_inc);
<i_inc, y_coor, 0>, 0.05
#declare i_inc = i_inc + i_step;
#end
pigment{color Orange}
}
Post a reply to this message
Attachments:
Download 'bugtest.png' (35 KB)
Preview of image 'bugtest.png'
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