POV-Ray : Newsgroups : povray.general : POV-Ray 3.1 and 3.5 difference Server Time
5 Aug 2024 10:22:51 EDT (-0400)
  POV-Ray 3.1 and 3.5 difference (Message 1 to 7 of 7)  
From: Lutz Kretzschmar
Subject: POV-Ray 3.1 and 3.5 difference
Date: 13 Oct 2002 01:40:18
Message: <001iqu0j0pr77u8ts894s3m9ci74rt4mpb@4ax.com>
Hi all,

I was wondering whether someone can explain why this scene renders
differently according to whether the version switch is there or not.
I mean what specifically makes it render so differently?

Regards, 

Lutz

// Different texture, according to whether this is on or not
#version 3.1

#declare PreviewTexture = 
   material  
   {   
      texture
      {      
         pigment
         {
            color rgb <0.66, 0.66, 0.66>
         }      
         normal
         {
            bumps , -0.5
            scale  <1.0, 0.001, 0.001>
         }      
         finish
         {
            ambient 0.3
            diffuse 0.7
            brilliance 5.0
            specular 0.8
            roughness 0.1
            reflection 0.15
         }
      }
   }


camera {  //  Camera PreviewCam
  location  <0.00, -7.50, 3>
  direction <0.0,     0.0,  3.00>
  sky       <0.0,     0.0,  1.0>  // Use right handed-system!
  up        <0.0,     0.0,  1.0>  // Where Z is up
  right     <1.0,     0.0,  0.0>
  look_at   <0.000, -0.100, 0.000>
}

// *******  L I G H T S *******
light_source {   // Light1
  <5.820, -8.500, 6.316>
  color rgb <1.000, 1.000, 1.000>
}

light_source {   // Light1
  <5.820, -1.500, 3>
  color rgb <0.400, 0.400, 0.400>
}


object {
  sphere {<0,0,0>,1}
    material {
      PreviewTexture
    }
  hollow
}


Post a reply to this message

From: Ken
Subject: Re: POV-Ray 3.1 and 3.5 difference
Date: 13 Oct 2002 02:57:23
Message: <3DA9195A.B6B425D9@pacbell.net>
Lutz Kretzschmar wrote:
> 
> Hi all,
> 
> I was wondering whether someone can explain why this scene renders
> differently according to whether the version switch is there or not.
> I mean what specifically makes it render so differently?

In the docs see - 6.11.10  Noise_generator

v3.5 uses a different default noise generator. The version directive
set to v3.1 causes it to revert to the old noise generator, thus the
difference.

-- 
Ken Tyler


Post a reply to this message

From: Peter Popov
Subject: Re: POV-Ray 3.1 and 3.5 difference
Date: 13 Oct 2002 06:12:12
Message: <nkhiqu4rftc8834jiva1428u5vr7qf3ofd@4ax.com>
On Sat, 12 Oct 2002 22:40:21 -0700, Lutz Kretzschmar <lut### [at] stmuccom>
wrote:

>I was wondering whether someone can explain why this scene renders
>differently according to whether the version switch is there or not.
>I mean what specifically makes it render so differently?

It's the normal. Either the pattern (bumps, which uses different noise
generators) or the non-uniform (anisotropic) scaling, which IIRC is
handled differently in 3.5 due to some bugs in 3.1. Or maybe even
both.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


Post a reply to this message

From: Lutz Kretzschmar
Subject: Re: POV-Ray 3.1 and 3.5 difference
Date: 13 Oct 2002 12:40:11
Message: <1e8jquo19uuva5v0u3s4cnenvc9nf8h1vu@4ax.com>
Hi Ken, you recently wrote in povray.general:

> In the docs see - 6.11.10  Noise_generator
Thats what I thought, too.. so I added 

global_settings { noise_generator 1 } 

but that had no effect either....

- Lutz
  email : lut### [at] stmuccom
  Web   : http://www.stmuc.com/moray


Post a reply to this message

From: Johannes Dahlstrom
Subject: Re: POV-Ray 3.1 and 3.5 difference
Date: 13 Oct 2002 12:40:16
Message: <web.3da9a10b69e0b5c7f7cbce3c0@news.povray.org>
Peter Popov wrote:
>It's the normal. Either the pattern (bumps, which uses different noise
>generators) or the non-uniform (anisotropic) scaling, which IIRC is
>handled differently in 3.5 due to some bugs in 3.1. Or maybe even
>both.

Just curious: in 3.5 the uniform scaling of a normal also scales the bump
height, so that the apparent slope stays the same, right? This far no
problem. But how does it work with non-uniform scaling, that is, how is the
height calculated?


Post a reply to this message

From: Lutz Kretzschmar
Subject: Re: POV-Ray 3.1 and 3.5 difference
Date: 13 Oct 2002 12:43:13
Message: <oj8jqugnsitvitl5u4c8rbdjq6pi2u2p6k@4ax.com>
Hi Peter Popov, you recently wrote in povray.general:

> ... or the non-uniform (anisotropic) scaling...
That was it. Changing the 1.0 to 0.001 in the scale yields the same
(or very similar) results....

Thanks.

- Lutz
  email : lut### [at] stmuccom
  Web   : http://www.stmuc.com/moray


Post a reply to this message

From: Nathan Kopp
Subject: Re: POV-Ray 3.1 and 3.5 difference
Date: 15 Oct 2002 22:24:47
Message: <3daccdef$1@news.povray.org>
"Peter Popov" <pet### [at] vipbg> wrote...
> On Sat, 12 Oct 2002 22:40:21 -0700, Lutz Kretzschmar <lut### [at] stmuccom>
> wrote:
>
> >I was wondering whether someone can explain why this scene renders
> >differently according to whether the version switch is there or not.
> >I mean what specifically makes it render so differently?
>
> It's the normal. Either the pattern (bumps, which uses different noise
> generators) or the non-uniform (anisotropic) scaling, which IIRC is
> handled differently in 3.5 due to some bugs in 3.1. Or maybe even
> both.

It probably is related to the way that normals are scaled differently in POV
3.5 compared to POV 3.1.  I haven't rendered your scene, so I can't be sure.

See this page for more info:
http://nathan.kopp.com/normals.htm

Somehow it seems this info did not get included in the POV 3.5 docs.  See
section 6.7.2.4 of the docs for info about the no_bump_scale keyword, which
might help you get the desired result.

-Nathan


Post a reply to this message

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