POV-Ray : Newsgroups : povray.general : Odd slope pattern behavior (bug?) Server Time
5 Nov 2024 14:22:18 EST (-0500)
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From: Rune
Subject: Odd slope pattern behavior (bug?)
Date: 28 Jan 2005 05:28:51
Message: <41fa13e3@news.povray.org>
In TextureA below I have a texture_map based on a slope pattern. One of the 
textures in the texture_map has a normal{} entry.

Should this normal be taken into account when evaluating the slope? I don't 
know. What I do know is that sometimes it is and sometimes it isn't!

If an object is just textured with TextureA, then it isn't, but if an object 
is textured with TextureB, which has a texture_map with TextureA as an 
entry, then it is!

Can anybody explain which of the two is the correct behavior? I assume that 
one of them ought to be a bug. If not, then could somebody explain the logic 
behind this inconsistent behavior?


light_source {<0,1,-1>*1000, color 1}

#declare TextureA =
texture {
   slope y
   texture_map {
      [0.4 pigment {red   1}]
      [0.5 pigment {green 1} normal {spotted 5}]
      [0.6 pigment {blue  1}]
   }
}

#declare TextureB =
texture {
   spotted
   texture_map {[0,TextureA][1,TextureA]}
}

union {
   cylinder {-y, y, 1}
   sphere {-y, 1}
   sphere {y, 1}
   translate 5*z
   //texture {TextureA} // normal not used in slope
   texture {TextureB} // normal is used in slope
}


Rune
-- 
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk


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From: Rune
Subject: Re: Odd slope pattern behavior (bug?)
Date: 28 Jan 2005 05:30:31
Message: <41fa1447$1@news.povray.org>
Oh, and I'm using POV-Ray for Windows Version 3.6.0.icl8.win32 on a WinXP 
machine.

Rune
-- 
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk


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From: Rune
Subject: Re: Odd slope pattern behavior (bug?)
Date: 28 Jan 2005 05:43:10
Message: <41fa173e@news.povray.org>
The oddness continues. Try to have a look at the scene below...


camera {orthographic location -6*z}
light_source {<0,1,-1>*1000, color 1}

#declare TextureA =
texture {
   slope y
   texture_map {
      [0.4 pigment {red   1}]
      [0.5 pigment {green 1} normal {spotted 5}]
      [0.6 pigment {blue  1}]
   }
}

#declare TextureB =
texture {
   gradient y+x
   texture_map {[0,TextureA][1,TextureA]}
}

#declare TextureC =
texture {
   gradient y-x
   texture_map {[0,TextureB][1,TextureB]}
}

#declare Object =
union {
   cylinder {-y, y, 1}
   sphere {-y, 1}
   sphere {y, 1}
   translate 5*z
}

object {Object texture {TextureA} translate -3*x}
object {Object texture {TextureB}}
object {Object texture {TextureC} translate  3*x}


Rune
-- 
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk


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From: Bob Hughes
Subject: Re: Odd slope pattern behavior (bug?)
Date: 9 Feb 2005 19:57:59
Message: <420ab197$1@news.povray.org>
Hiya Rune.

Okay... you are asking about the slope pattern being, or not being, applied 
where a normal exists depending on it being a part of the original texture 
within the slope pattern, or used later as another pattern containing it as 
a whole slope pattern.

My way of thinking would be this: The normal shouldn't be able to be used as 
a virtual surface, and as so, not be applicable to the slope pattern when 
the texture is within the pattern list. However, this obviously shows it 
does if used later in another texture pattern, neither of which might not be 
incorrect or any bug.

Have to ask if you'd rather have the slope be effected by normals or instead 
retain original texturing, which is why it reasons to me that it works as 
expected. That is, keeping the non-slope texturing for individual patterns 
(your TextureA) but perhaps use the normal if the slope pattern itself is 
reused in another pattern later (TextureB).

Not sure if I made all that clear enough to everyone reading this. It could 
be something done differently I suppose, just that I see it doing what I'd 
expect of it after a little thought here.


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From: Rune
Subject: Re: Odd slope pattern behavior (bug?)
Date: 10 Feb 2005 04:55:45
Message: <420b2fa1@news.povray.org>
I'm not sure I'm following you. Anyway, I think that a slope pattern should 
never be affected on normals that are on a lower level, since it creates a 
mutual dependency that makes it difficult to predict the result. The amount 
of the normal applied is dependent on the slope, but the slope is also 
dependent on the normal. I'm not even sure how it's implemented in the 
current code, no matter if the mutual dependency behavior is a bug or not.

Either way, there certainly is a bug. Have a look at the code below:


camera {orthographic location -6*z}
light_source {<0,1,-1>*1000, color 1}

#declare BaseTexture =
texture {
   slope y
   texture_map {
      [0.4 pigment {red   1}]
      [0.5 pigment {green 1} normal {spotted 5}]
      [0.6 pigment {blue  1}]
   }
}

#declare TextureA =
texture {
   gradient y
   texture_map {
      [0.0,BaseTexture]
      [1.0,BaseTexture]
   }
}

#declare TextureB =
texture {
   gradient y
   texture_map {
      [0.0,BaseTexture]
      [0.5,BaseTexture]
      [1.0,BaseTexture]
   }
}

#declare Object =
union {
   cylinder {-y, y, 1}
   sphere {-y, 1}
   sphere {y, 1}
   translate 5*z
}

object {Object texture {BaseTexture} translate -3*x}
object {Object texture {TextureA}}
object {Object texture {TextureB} translate  3*x}


TextureA and TextureB should look completely identical, yet they don't. The 
extra entry in the texture_map of TextureB clearly shows up even though it 
should make no difference. The thing is - the normal is taken into account 
for the slope at the beginning of map entry ranges but not in the end of map 
entry ranges. So in TextureA the slope is affected by normal decreasingly 
from pattern value 0.0 to 1.0, while in TextureB it's affected decreasingly 
from pattern value 0.0 to 0.5, then starting over at 0.5 and having 
decreasing effect again from 0.5 to 1.0.

There is absolutely no logic in this, and I'm very sure it's a bug. I'm just 
not sure what the intended correct behavior is, but it certainly can't be 
this.

Rune
-- 
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk


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From: Bob Hughes
Subject: Re: Odd slope pattern behavior (bug?)
Date: 11 Feb 2005 02:40:23
Message: <420c6167$1@news.povray.org>
I think this might be something to do with 'altitude', mainly if not 
entirely so.

Having now tried it by using (just now realized you did not use curly 
braces):

   slope {
    y
   altitude y*4, -2, 2
   }

I see that it seems to clean up your "bug". Keeping in mind that those 
gradient y patterns are still going to repeat over every unit of length 
along the y axis. So I also tried replacing them with function {abs(y)}, 
too.

Perhaps this is all that is going on, simply a matter of defining the object 
extents for the slope pattern, or vice versa, so it fits.

Back to my previous reply, just to try and clarify hopefully, what I was 
thinking about mostly was the way normals might be applied by the slope 
pattern initially. If they were used inclusive to the slope pattern, as well 
as the physical surface of an object, then that could mess with the 
texturing in an unwanted way, as in you might like to retain a predeclared 
texture for use in the slope pattern yet not apply slope to it.

Your examples seemed to imply the normal pattern gets used only after 
reusing the slope pattern within other patterns. I had thought you wanted it 
to react in all cases. To my way of thinking I wouldn't expect it to be 
involved at all, really, unless there were a way to apply slope over another 
texture on purpose and then have it react to those normals just like the 
object surface shapes.

This is all something I hadn't considered until after reading your first 
message.

Bob Hughes


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