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> It's just a harmless bug. Shouldn't affect rendering in any way.
I wouldn't call it a bug ...
The BLOB-Object has no pigment ... so it complains ...
does it also complain, if there's a #default given?
if so, then I think one could talk about a mistake in the
design, but as it stands atm I think it should complain
even if all the components have a pigment attached, because
the warning isn't thrown by a component, that complains
about a missing pigment but it comes from the blob, which
has, in fact no pigment ...
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"Jan Walzer" <jan### [at] lzernet> wrote in message
news:3d5f74f2@news.povray.org...
> > It's just a harmless bug. Shouldn't affect rendering in any way.
I see nothing wrong with the completed render.
>
> I wouldn't call it a bug ...
> The BLOB-Object has no pigment ... so it complains ...
> does it also complain, if there's a #default given?
No. I had removed a #default texture and then noticed this warning.
Adding a pigment{rgb 0} outside the sphere components removes the
warning but slows the render.
Alf
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> > > It's just a harmless bug. Shouldn't affect rendering in any way.
>
> I see nothing wrong with the completed render.
there shouldn't be anything wrong ...
> >
> > I wouldn't call it a bug ...
> > The BLOB-Object has no pigment ... so it complains ...
> > does it also complain, if there's a #default given?
>
> No. I had removed a #default texture and then noticed this warning.
> Adding a pigment{rgb 0} outside the sphere components removes the
> warning but slows the render.
really ... this is interesting ...
Are you really sure about the slowdown?
this could really be a misdesign then ...
... but I'm not programmer enough, to prove that ...
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In article <3D5### [at] scifi-fantasycom>,
"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote:
> My statement, as it stands by itelf, is correct; I
> misunderstood Alf's code because I'm not familiar
> with blobs. A SPHERE does need the five components
> I mentioned. However, what was being talked about
> wasn't spheres, it was sphere COMPONENTS of a blob.
No, your statement is incorrect. A sphere requires 2 parameters, a
vector for the center and a scalar radius. A sphere blob component can
take 3, the additional one is a strength parameter. Neither of them take
a color value.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Jan Walzer <jan### [at] lzernet> wrote:
> I wouldn't call it a bug ...
> The BLOB-Object has no pigment ... so it complains ...
A CSG does not complain about not having a pigment defined if every
subcomponent has a pigment defined. IMHO the blob object should work in
the same way.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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"Jan Walzer" <jan### [at] lzernet> wrote in message
news:3d5f8686$1@news.povray.org...
[]
> > Adding a pigment{rgb 0} outside the sphere components removes the
> > warning but slows the render.
>
> really ... this is interesting ...
> Are you really sure about the slowdown?
> this could really be a misdesign then ...
My old scene used a 1000 component blob with a calculated texture for
each component. I remember moving the finish from the texture block to
the end of the blob object and not being happy with the new time
(megapov 0.4). I've just tried this again with pov 3.5 and can see no
difference in render times now.
Alf
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"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3D5F64D3.ECA3C521@gmx.de...
>
>
> "Timothy R. Cook" wrote:
> >
> > > SPHERE:
> > > sphere
> > > {
> > > <Center>, Radius
> > > [OBJECT_MODIFIERS...]
> > > }
> >
> > I counted the texture modifier as a single component;
> > center has 3 components (x, y, and z), then there's the
> > radius. that leaves us with 5 components.
> >
>
> Not a very good idea, 'sphere { 0, 1 }' is perfectly legal and i don't see
> any five components.
>
And if you're gonna expand a vector out and say it has 3 components, you
should expand out the texture modifier as well, and it's sub-components, and
all their sub-components, and.... So, a sphere takes an _infinite_ number of
components... ;)
--
Pandora/Scott Hill/[::O:M:C::]Scorpion
Software Engineer.
http://www.pandora-software.com
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