POV-Ray : Newsgroups : povray.binaries.images : Difference between uberPov and POV-Ray-3.7 Server Time
26 Dec 2024 01:03:15 EST (-0500)
  Difference between uberPov and POV-Ray-3.7 (Message 1 to 5 of 5)  
From: Mr
Subject: Difference between uberPov and POV-Ray-3.7
Date: 14 Jun 2018 05:30:01
Message: <web.5b2234566a9ab79a16086ed00@news.povray.org>
Hello,
I hope this has not been addressed already, if so sorry for the time lost.
The below scene has a discrepancy in the way it is rendered by POV and uberPOV.
UberPOV seems to show color banding artefacts while the media dispersion shows a
much stronger glow in POV. Is this a bug?

#version 3.7;

//--Global settings--

global_settings {
    assumed_gamma 1.0
    max_trace_level 5
    charset utf8
    radiosity {
        adc_bailout 0.005
        brightness 1
        count 50
        error_bound 0.8
        gray_threshold 0
        low_error_factor 0.9
        maximum_reuse 0.2
        minimum_reuse 0.015
        nearest_count 4
        pretrace_start 0.08
        pretrace_end 0.01
        recursion_limit 1
        always_sample 0
        normal 0
        media 1
        subsurface 0
    }
    ambient_light rgb<0, 0, 0>
}

//--Custom Code--

#declare CURFRAMENUM = 1;
//#include "/home/user/directory/animation_include_file.inc"

//start code
#local SkyScale = 200;

#local Density_out =
density {
   bozo  //agate
   density_map {
     [0.2 rgb 0.25]
     [0.5 rgb 0.1]
     [0.8 rgb 0.25]
   }
   scale 0.05 //0.1
   warp {turbulence <0.5 0.4, 0.5>*2}
}

#local MistSphere =
difference {
   sphere { <0, 0, 0>, 1}
   plane {-y, 0 translate 10/SkyScale*y}
   texture {pigment {rgb 0 transmit 1} }
   hollow
   interior {
     media {
       intervals 1
       absorption <0.0, 0.0, 0.0>
       scattering {2, rgb <14, 14, 14>*1.4/SkyScale}
       samples 10
       confidence 0.9999
       variance 1/1000
       ratio 0.9
       density {
         spherical
         density_map {
           [0.880 Density_out]
           [0.960 rgb 0]
         }
       }
     }
   }
   scale SkyScale

}

MistSphere
//end code


//--Patterns Definitions--



//--Background--

sky_sphere {
    pigment {
        gradient y
        color_map {
            [0.0 rgbt<0.047, 0.034, 0.025, 0>]
            [1.0 rgbt<0.006, 0.013, 0.033, 0>]
        }
    }
}
// 1000000 will make scale be 1 unit = 1 mile
#declare S=1.000000;
// variable for Sun changes (can change this manually: use 0 to 1)
#declare TimeLapse=clock;

// variables for Sunlight fading or filtering
#declare EXT=TimeLapse; // extinction, smaller is brighter
#declare Sc=TimeLapse; // emission, smaller is brighter
#declare Si=TimeLapse/2.5; //intensity, smaller number is brighter
union {
    // may want to use other than the "4" below or something else altogether
    // be warned the light color changes the media appearance
    // Sun
    #declare Space=density {rgb 0}
    #declare Corona=
     density {
                radial turbulence .15 frequency 15
                 density_map {
                            [0 rgb <.125,.5,1.33>*.025*(1/S)]
                            [1 rgb <.25,.67,1.25>*(.033+(Si/15))*(1/S)]
                        }
                  sine_wave scale <.25,.125,.25> rotate <5,0,5>
              }
    #declare Flares=
     density {
                marble phase (.55+(TimeLapse/10)) turbulence 5 frequency 1.5
                 density_map {
                            [0 rgb .025*(1/S)]
                            [.75 rgb .05*(1/S)]
                            [.85 rgb <.5,.33,.25>*(.1+(Si/1.33))*(1/S)]
                            [.925 rgb <.5,.33,.25>*(.1+(Si/2))*(1/S)]
                            [1 rgb <.5,.33,.25>*(.1+(Si/.33))*(1/S)]
                        }
                 triangle_wave scale .67 rotate <60,45,15>
             }
    #declare Photosphere=
     density {
                bozo phase (TimeLapse/100) turbulence <1,.5,.25>*1.3
                 //warp {turbulence <1,.5,.25>*1.3 octaves 2 lambda 1.5 omega
0.5}
                 density_map {
                            [0 rgb 0]
                            [.95 rgb <1.125,1,.9>*(1.3+(Si/3))*(1/S)]
                            [1 rgb <1.125,1,.9>*(.9+(Si/6))*(1/S)]
                        }
                  ramp_wave scale .015
              }
    #declare Surface=
     density {
                crackle phase (TimeLapse/50)
                 //warp {turbulence <1,.5,.25> octaves 2 lambda 1.25 omega 0.3}
                 density_map {
                            [.025*TimeLapse rgb .15*(1/S)]
                            [.05*(.75+TimeLapse) rgb .3*(1/S)]
                            [1 rgb <.75,.5,.33>*(2.5-(Si/1.25))*(1/S)]
                        }
                  scallop_wave scale .005
              }
    #declare Interior=
     density {
                bozo phase (TimeLapse/100) turbulence <1,.5,.25>*.3
                 //warp {turbulence <1,.5,.25>*.3 octaves 2 lambda 1 omega 0.2}
                 density_map {
                            [0 rgb 0]
                            [.09 rgb <1.125,1,.9>*(.3+(Si/3))*(1/S)]
                            [1 rgb <1.125,1,.9>*(.9+(Si/6))*(1/S)]
                        }
                  ramp_wave scale .15
              }
    // Sun (diameter is .864 units at the surface, 1 unit = 1 million miles)
    #declare visibleSun=sphere
     {
          0, 1
         pigment {rgbt 1}          //rgbt initially
          interior {
                    media {
                        intervals 8 samples 5,10
                         //emission <1,.75,.25>*((2-(Si/.25))+(1-Sc))
                         //absorption <.33,.5,.67>*(.1+(Si*10))
                        scattering {4,<1,.67,.33>*1.33 extinction (EXT/20)}
                       density {
                            spherical turbulence <.000125,.00015,.0002>
                          density_map {
                              [.025 Space] // end of Sun atmosphere
                              [.25 Corona] // solar corona
                              [.45 Corona] // solar corona inner edge
                              [.5 Flares] // solar flares
                              [.515 Photosphere] // solar photosphere
                              [.5167+(TimeLapse/30) Photosphere] // solar
photosphere
                              [.568+(TimeLapse/15) Surface] // solar surface
                              [.75+(TimeLapse/7.5) Surface] // solar subsurface
                              [1 Interior] // solar interior
                      }}
             }}
          rotate 5*TimeLapse*y // a little rotation for animation
         hollow
         no_shadow
     }
      scale S
}
media {
    scattering { 4, rgb 0.000019999999*<1e-06, 2e-06, 5e-06>
    }
    absorption 0.000019999999*<6.067e-07, 7.939e-07, 0>

    samples 35
}
#local Density_out =
density {
       bozo  //agate
       density_map {
             [0.2 rgb 0.25]
             [0.5 rgb 0.1]
             [0.8 rgb 0.25]
       }
       scale 0.05 //0.1
       warp {turbulence <0.5, 0.4, 0.5>*0}
}
#local MistSphere =
difference {
       sphere { <0, 0, 0>, 1}
       plane {-y, 0 translate 10/500*y}
       texture {pigment {rgb 0 transmit 1} }
       hollow
       interior {
             media {
                   intervals 1
                   absorption <0.004, 0.003, 0.002>
                   scattering {2, rgb <2.5, 2.5, 2.5>*1.4/500}
                   samples 10
                   confidence 0.9999
                   variance 1/1000
                   ratio 0.9
                   density {
                         spherical
                         density_map {
                               [0.880 Density_out]
                               [0.960 rgb 0]
                         }
                   }
             }
       }
       scale 500
}
MistSphere

//--Cameras--

#declare camLocation  = <7.911602, 1.694827, 6.913409>;
#declare camLookAt = <7.389130, 46.691945, -0.000003>;
camera {
    location  <0, 0, 0>
    look_at  <0, 0, -1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  106.260205
    rotate  <7.389130, 46.691945, -0.000003>
    translate <7.911602, 1.694827, 6.913409>
}

//--Lamps--

light_source {
    < 0,0,0 >
    color srgb<1.09, 1.09, 1.09>
    fade_distance 0.500000
    fade_power 2
    area_light <1.200000,0,0>,<0,2.100000,0> 2, 3
    area_illumination
    adaptive 1
    jitter
    matrix <0.989601, -0.110987, 0.091497,  0.077035, -0.128247, -0.988746,
0.121472, 0.985512, -0.118363,  0.000000, 3.400000, 0.100000>
}
#declare lampTarget1= vrotate(<-0,0.1,-3.4>,<-0.1294,0.1112,-0.0922>);

//--Rainbows--


//--Special Curves--


//--Material Definitions--

#default{ pigment{ color srgb 0.8 }}
//--translation of spec and mir levels for when no map influences them--
#declare shader_ = finish {
    diffuse 0.8
    phong 70.0
}

//--translation of spec and mir levels for when no map influences them--
#declare shader_Material = finish {
    brilliance 1
    phong 0.5
    phong_size 15.9
    diffuse 0.8 0
    ambient 1
    emission 0
    conserve_energy
}


//--Mesh objects--

#declare DATACube =
mesh2 {
    vertex_vectors {
        8,
        <1.000000, 1.000000, -1.000000>,
        <1.000000, -1.000000, -1.000000>,
        <-1.000000, -1.000000, -1.000000>,
        <-1.000000, 1.000000, -1.000000>,
        <1.000000, 0.999999, 1.000000>,
        <0.999999, -1.000001, 1.000000>,
        <-1.000000, -1.000000, 1.000000>,
        <-1.000000, 1.000000, 1.000000>
    }
    normal_vectors {
        6,
        <0.000000, 0.000000, -1.000000>,
        <-0.000000, -1.000000, -0.000000>,
        <1.000000, -0.000000, 0.000000>,
        <-1.000000, 0.000000, -0.000000>,
        <0.000000, 1.000000, 0.000000>,
        <0.000000, -0.000000, 1.000000>
    }


#declare MAT_Material =
texture{
        pigment {rgbft<0.8, 0.8, 0.8, 0, 0>}
        finish {shader_Material}
    }
    texture_list {
        1
 texture{MAT_Material}
    }
    face_indices {
        12,
        <0,1,2>, 0,0,0,
        <0,2,3>, 0,0,0,
        <4,7,6>, 0,0,0,
        <4,6,5>, 0,0,0,
        <0,4,5>, 0,0,0,
        <0,5,1>, 0,0,0,
        <1,5,6>, 0,0,0,
        <1,6,2>, 0,0,0,
        <2,6,7>, 0,0,0,
        <2,7,3>, 0,0,0,
        <4,0,3>, 0,0,0,
        <4,3,7>, 0,0,0
    }
    normal_indices {
        12,
        <0,0,0>,
        <0,0,0>,
        <5,5,5>,
        <5,5,5>,
        <2,2,2>,
        <2,2,2>,
        <1,1,1>,
        <1,1,1>,
        <3,3,3>,
        <3,3,3>,
        <4,4,4>,
        <4,4,4>
    }
    interior {
        ior 1.000000
        caustics 0.07
    }
    radiosity {
        importance 0.5
    }
}

#declare DATACube_001 =
mesh2 {
    vertex_vectors {
        16,
        <1.000000, 1.000000, -1.000000>,
        <1.000000, -1.000000, -1.000000>,
        <-1.000000, -1.000000, -1.000000>,
        <-1.000000, 1.000000, -1.000000>,
        <1.000000, 0.999999, 1.000000>,
        <0.999999, -1.000001, 1.000000>,
        <-1.000000, -1.000000, 1.000000>,
        <-1.000000, 1.000000, 1.000000>,
        <0.700000, -1.000000, -0.700000>,
        <-0.700000, -1.000000, -0.700000>,
        <0.699999, -1.000000, 0.700000>,
        <-0.700000, -1.000000, 0.700000>,
        <0.700000, 0.600000, -0.700000>,
        <-0.700000, 0.600000, -0.700000>,
        <0.700000, 0.600000, 0.700000>,
        <-0.700000, 0.600000, 0.700000>
    }
    normal_vectors {
        14,
        <-0.000000, -1.000000, -0.000000>,
        <-0.000000, -1.000000, 0.000000>,
        <1.000000, -0.000000, 0.000000>,
        <1.000000, -0.000000, 0.000000>,
        <0.000000, -0.000000, 1.000000>,
        <-0.000000, -1.000000, -0.000000>,
        <0.000000, 0.000000, -1.000000>,
        <-0.000000, -1.000000, -0.000000>,
        <-1.000000, 0.000000, -0.000000>,
        <-1.000000, 0.000000, -0.000000>,
        <0.000000, 1.000000, 0.000000>,
        <-0.000000, -0.000000, 1.000000>,
        <0.000000, 0.000000, -1.000000>,
        <-0.000000, -1.000000, -0.000000>
    }


#declare MAT_Material =
texture{
        pigment {rgbft<0.8, 0.8, 0.8, 0, 0>}
        finish {shader_Material}
    }
    texture_list {
        1
 texture{MAT_Material}
    }
    face_indices {
        28,
        <0,1,2>, 0,0,0,
        <0,2,3>, 0,0,0,
        <4,7,6>, 0,0,0,
        <4,6,5>, 0,0,0,
        <0,4,5>, 0,0,0,
        <0,5,1>, 0,0,0,
        <5,6,11>, 0,0,0,
        <5,11,10>, 0,0,0,
        <2,6,7>, 0,0,0,
        <2,7,3>, 0,0,0,
        <4,0,3>, 0,0,0,
        <4,3,7>, 0,0,0,
        <9,8,12>, 0,0,0,
        <9,12,13>, 0,0,0,
        <6,2,9>, 0,0,0,
        <6,9,11>, 0,0,0,
        <1,5,10>, 0,0,0,
        <1,10,8>, 0,0,0,
        <2,1,8>, 0,0,0,
        <2,8,9>, 0,0,0,
        <12,14,15>, 0,0,0,
        <12,15,13>, 0,0,0,
        <10,11,15>, 0,0,0,
        <10,15,14>, 0,0,0,
        <8,10,14>, 0,0,0,
        <8,14,12>, 0,0,0,
        <11,9,13>, 0,0,0,
        <11,13,15>, 0,0,0
    }
    normal_indices {
        28,
        <6,6,6>,
        <6,6,6>,
        <4,4,4>,
        <4,4,4>,
        <2,2,2>,
        <2,2,2>,
        <0,0,0>,
        <0,0,0>,
        <9,9,9>,
        <9,9,9>,
        <10,10,10>,
        <10,10,10>,
        <11,11,11>,
        <11,11,11>,
        <1,1,1>,
        <1,1,1>,
        <5,5,5>,
        <5,5,5>,
        <7,7,7>,
        <7,7,7>,
        <13,13,13>,
        <13,13,13>,
        <12,12,12>,
        <12,12,12>,
        <8,8,8>,
        <8,8,8>,
        <3,3,3>,
        <3,3,3>
    }
    interior {
        ior 1.000000
        caustics 0.07
    }
    radiosity {
        importance 0.5
    }
}
#declare DATAPovInfinitePlane = plane{ <0,0,1>,1
}

//----Blender Object Name:OBCube----
object {
    DATACube
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  0.000000, 0.000000, 0.000000>

}

//----Blender Object Name:OBPovInfinitePlane----
object {
    DATAPovInfinitePlane
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.000000, -0.000000,  0.000000, -1.000000, 0.000000>

}

//----Blender Object Name:OBCube_001----
object {
    DATACube_001
    matrix <5.000000, 0.000000, 0.000000,  0.000000, -0.000000, -5.000000,
0.000000, 5.000000, -0.000000,  0.000000, -0.000000, -5.000000>

}


Post a reply to this message


Attachments:
Download 'mediaarea.png' (458 KB)

Preview of image 'mediaarea.png'
mediaarea.png


 

From: Thomas de Groot
Subject: Re: Difference between uberPov and POV-Ray-3.7
Date: 14 Jun 2018 07:07:54
Message: <5b224c8a$1@news.povray.org>
On 14-6-2018 11:24, Mr wrote:
> Hello,
> I hope this has not been addressed already, if so sorry for the time lost.
> The below scene has a discrepancy in the way it is rendered by POV and uberPOV.
> UberPOV seems to show color banding artefacts while the media dispersion shows a
> much stronger glow in POV. Is this a bug?
> 
> #version 3.7;
> 

I have render going at the moment so I cannot test right away, but have 
you changed the version number when running UberPOV?

//#version 3.71;
#version unofficial patch 3.71; //UberPOV

I don't know if this helps or not.

-- 
Thomas


Post a reply to this message

From: clipka
Subject: Re: Difference between uberPov and POV-Ray-3.7
Date: 14 Jun 2018 07:23:24
Message: <5b22502c$1@news.povray.org>
Am 14.06.2018 um 11:24 schrieb Mr:
> Hello,
> I hope this has not been addressed already, if so sorry for the time lost.
> The below scene has a discrepancy in the way it is rendered by POV and uberPOV.
> UberPOV seems to show color banding artefacts while the media dispersion shows a
> much stronger glow in POV. Is this a bug?

Exactly which versions are you comparing there?


Post a reply to this message

From: Mr
Subject: Re: Difference between uberPov and POV-Ray-3.7
Date: 14 Jun 2018 11:05:01
Message: <web.5b22833ac434164c16086ed00@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 14.06.2018 um 11:24 schrieb Mr:
> > Hello,
> > I hope this has not been addressed already, if so sorry for the time lost.
> > The below scene has a discrepancy in the way it is rendered by POV and uberPOV.
> > UberPOV seems to show color banding artefacts while the media dispersion shows a
> > much stronger glow in POV. Is this a bug?
>
> Exactly which versions are you comparing there?

*POV-Ray 3.7.1-beta8+msvc14.win64


Post a reply to this message

From: clipka
Subject: Re: Difference between uberPov and POV-Ray-3.7
Date: 14 Jun 2018 13:36:50
Message: <5b22a7b2@news.povray.org>
Am 14.06.2018 um 17:01 schrieb Mr:
> clipka <ano### [at] anonymousorg> wrote:
>> Am 14.06.2018 um 11:24 schrieb Mr:
>>> Hello,
>>> I hope this has not been addressed already, if so sorry for the time lost.
>>> The below scene has a discrepancy in the way it is rendered by POV and uberPOV.
>>> UberPOV seems to show color banding artefacts while the media dispersion shows a
>>> much stronger glow in POV. Is this a bug?
>>
>> Exactly which versions are you comparing there?
> 
> *POV-Ray 3.7.1-beta8+msvc14.win64


Then what you're seeing is probably the result of one or more bugfixes
made after POV-Ray v3.7.1-alpha.8826150, which haven't been merged into
UberPOV yet.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.