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Horror, I've discovered that POV's units of measurement aren't
completely arbitrary, at least not if you're using pattern normals.
Try rendering this code with various values for Scale.
I was making a scene with the ubiquitous stone columns using centimetres
as my units, and then when it came to adding the normals to the columns,
the normals didn't show up.
I had to go through the whole scene and scale it to metres to get the
normals to work right :(
Hmm.. maybe in the next release this will be fixed ( please :) )
< ------- Cut here ------ >
// Non arbitrary POV units :(
#declare Scale = 1 // Set this to various values
camera
{
up y
right 4/3*x
location <0,0, -10>*Scale
look_at <0,0,0>
}
light_source
{
<300,500,-600>*Scale
rgb 1
}
cylinder
{
-y*2,y*2,2
pigment{rgb 1}
normal{ radial .5 sine_wave frequency 12 }
scale Scale
}
< ------- Cut here ------ >
Well cheerio for now,
PoD.
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Sorry, but I'm not sure of this, but, does this have something to do with
scalling the normal amount? I can't remember if this is effected...
--
Lance Birch
Remove the smiley to e-mail.
http://www1.tpgi.com.au/users/ambient/lance
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Lance Birch wrote:
>
> Sorry, but I'm not sure of this, but, does this have something to do with
> scalling the normal amount? I can't remember if this is effected...
>
> --
> Lance Birch
> Remove the smiley to e-mail.
> http://www1.tpgi.com.au/users/ambient/lance
Thanks for your reply.
Yeah, tried that but surfaces with large normal values don't seem to
render too well.
Cheers, PoD.
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PoD wrote:
> Lance Birch wrote:
> >
> > Sorry, but I'm not sure of this, but, does this have something to do with
> > scalling the normal amount? I can't remember if this is effected...
> [...]
> Thanks for your reply.
> Yeah, tried that but surfaces with large normal values don't seem to
> render too well.
Scale the normal, ie:
normal{
radial .5
sine_wave
frequency 12
scale Scale
}
Yes? No?
-Rozzin
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