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Before I post a bug report, I'd like some confirmation of what I've found. There
seems to be a (very conspicuous) bug in the various noise functions. It exhibits
itself as banding after a certain _negative_ distance, along any axis, from the
origin. This distance varies depending on the noise function: it is around
78.125 for 1/f noise (granite), 312.5 (78.125*4) for DNoise and Agate noise, and
around 10000 for Perlin noise (bozo, bumps, spotted).
Furthermore, in 1/f and DNoise the bug seems to become more pronounced at
78.125*2 and 78.125*4
I've tested this on POVWin 3.1g (Watcom and VC compile) and the Superpatch (3.1e
codebase)
//BEGIN EXAMPLE SCENE
camera{
orthographic
location y*5
up y*5*.75 right x*5
look_at 0
}
//1/f noise (granite)
#declare Tex1=
pigment{
granite
color_map{[0 rgb 0][1 rgb 1]}
translate 78.13*x //First signs of banding
//translate 156.25*x //More pronounced
//translate 312.5*x //Even more pronounced
scale 5
}
//Perlin noise (Bozo & Bumps & Spotted)
#declare Tex2=
pigment{
bozo
color_map{[0 rgb 0][1 rgb 1]}
translate 10000*x
scale 1
}
//DNoise (turbulence)
#declare Tex3=
pigment{
gradient x
color_map{[0 rgb 0][1 rgb 1]}
translate 312.5*x //Banding starts
//translate 625*x //Becomes more pronounced
scale 1
turbulence 1
}
//Agate turbulence
#declare Tex4=
pigment{
agate
color_map{[0 rgb 0][1 rgb 1]}
translate 312.5*x //Banding starts
scale 5
}
plane{
y,0
pigment{Tex1}
finish{ambient 1}
}
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Margus Ramst wrote:
>
> Before I post a bug report, I'd like some confirmation of what I've found. There
> seems to be a (very conspicuous) bug in the various noise functions. It exhibits
> itself as banding after a certain _negative_ distance, along any axis, from the
> origin. This distance varies depending on the noise function: it is around
> 78.125 for 1/f noise (granite), 312.5 (78.125*4) for DNoise and Agate noise, and
> around 10000 for Perlin noise (bozo, bumps, spotted).
> Furthermore, in 1/f and DNoise the bug seems to become more pronounced at
> 78.125*2 and 78.125*4
> I've tested this on POVWin 3.1g (Watcom and VC compile) and the Superpatch (3.1e
> codebase)
I see what you see I think:
1- tex1 hardly noticable but I see two horizontal bands at 1/3 and 2/3
2- tex2 Very pronounced on left side of screen
3- tex3 Unsure but possibly similar to #1
4- tex4 Down right freaky - prevelant in upper left of image
For what it's worth they render with the same results in Pov v3.01r1.watcom
so if it is a bug or programming error it has been around for quite a while.
When I get time I will reformat your code and check it with my install of
Pov v2.2 and see if it goes back even further.
--
Ken Tyler
See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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Ken wrote:
> When I get time I will reformat your code and check it with my install of
> Pov v2.2 and see if it goes back even further.
Forget that. There is no orthographic camera type in v2.2 so the results will
not be similar regardless.
--
Ken Tyler
See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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Try the standard camera, results are the same.
Margus
Ken wrote:
>
> Ken wrote:
>
> > When I get time I will reformat your code and check it with my install of
> > Pov v2.2 and see if it goes back even further.
>
> Forget that. There is no orthographic camera type in v2.2 so the results will
> not be similar regardless.
>
> --
> Ken Tyler
>
> See my 850+ Povray and 3D Rendering and Raytracing Links at:
> http://home.pacbell.net/tylereng/index.html
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Margus Ramst wrote:
>
> Before I post a bug report, I'd like some confirmation of what I've found. There
> seems to be a (very conspicuous) bug in the various noise functions. It exhibits
> itself as banding after a certain _negative_ distance
You are likely seeing roundoff errors. The basic solid noise function
is only good down to around -10000. After an octave or two (chop in
half each time), this number gets pretty small. Could be the reason you
are seeing it at -80 or so.
To test this theory, you can change the definition of MINX (in
texture.c) to something along the lines of -10000000 (plenty of digits
in a double to handle six or seven digits in the integer part and a
whole bunch below).
I've seen this sort of thing before. In that particular instance, the
coordinates of the thing I was rendering were very small (like -100000),
with the camera down there also. Turned bumps into a really odd checker
sort of thing. Changing coordinates did the trick.
Xander
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