POV-Ray : Newsgroups : povray.general : Problems with Torus primitive Server Time
2 Nov 2024 05:20:10 EDT (-0400)
  Problems with Torus primitive (Message 1 to 2 of 2)  
From: Philip Cowley
Subject: Problems with Torus primitive
Date: 13 May 1999 10:44:04
Message: <373ad724.0@news.povray.org>
Using the following script the torus is VERY speckled

camera
{
  location <1000, 1000, 1000>
  direction <300,0,0>
  up z
  right <0, -1.333, 0>
  sky z

  look_at <0, 0, 0>
}

light_source
{
  <100, 100, 100>
  color 1
}

torus
{
 1, .75
 pigment{colour rgb<1, 1, 1>}
}

but if I change the location to <100, 100, 100> and the direction to <30, 0,
0>, the torus becomes nice and smooth....

Normally I could live with this problem, but I am rendering a scene with
REALLY needs a "long lens"

HELP!

Rarius


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From: Bob Hughes
Subject: Re: Problems with Torus primitive
Date: 13 May 1999 23:03:33
Message: <373B8437.E3E4125@aol.com>
Not sure you're going to be able to. I've seen a image_map on a sphere
become obviously flattened at such great camera zooms. Likewise, there are
other known distortions at such extremes. You might get by if you rescale
the entire scene down if you can and use the 'direction 30*x' instead. I
wouldn't guarantee you any success though with the higher number using
another method.


Philip Cowley wrote:
> 
> Using the following script the torus is VERY speckled
> 
> camera
> {
>   location <1000, 1000, 1000>
>   direction <300,0,0>
>   up z
>   right <0, -1.333, 0>
>   sky z
> 
>   look_at <0, 0, 0>
> }
> 
> light_source
> {
>   <100, 100, 100>
>   color 1
> }
> 
> torus
> {
>  1, .75
>  pigment{colour rgb<1, 1, 1>}
> }
> 
> but if I change the location to <100, 100, 100> and the direction to <30, 0,
> 0>, the torus becomes nice and smooth....
> 
> Normally I could live with this problem, but I am rendering a scene with
> REALLY needs a "long lens"
> 
> HELP!
> 
> Rarius

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