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Hello.
Please let me make a question about camera normal.
I made a bump_map bitmap.
I expected it works like a convex lens.
convex_lens2.png:
http://blogimg.goo.ne.jp/user_image/7d/7e/7ee74d483f193c32b07f68bd7eeddfa9.png
Then, I put it to camera normal as follows.
--- begin ---
#include "colors.inc"
#version 3.7;
camera {
angle 35
location <0,0.8,-6>
look_at <0,0.8,0>
sky y
normal {
bump_map {
png "convex_lens2.png"
gamma 1.0
}
translate <-0.5,-0.5,1>
bump_size -0.2675
}
}
light_source {
<-10,20,-10>
White
parallel
point_at <0,0.8,0>
}
sky_sphere {
pigment { Navy }
}
plane {
y, 0
pigment { Wheat }
}
union {
#for (X1,-4,4,0.2)
cylinder { <X1,0,0>,<X1,2,0>,0.01 }
#end
#for (Y1,0,2,0.2)
cylinder { <-4,Y1,0>,<4,Y1,0>,0.01 }
#end
pigment { Black }
no_shadow
}
--- end ---
Then I got a result:
http://blogimg.goo.ne.jp/user_image/5d/11/2c9910c2fa6628a86263b0aae2e97bb6.png
But why the normal effects different for X and Y axes?
I expected effects for X and Y are symmetrical, like this(red lines):
http://blogimg.goo.ne.jp/user_image/01/7c/8c99488083c8453cd76bdf4a7b4b7f35.png
Advices appreciated. Thank you very much.
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Am 08.01.2012 17:41, schrieb crowbait:
> I made a bump_map bitmap.
> I expected it works like a convex lens.
...
> But why the normal effects different for X and Y axes?
Even though bump_map bitmaps have been around in POV-Ray for quite some
time, they've always been flawed (unfortunately they're not trivial to
fix); consequently, bump maps are good for some more or less random
distortion, but that's about it. I've never examined how the issue
affects transmitted light, but I guess what you see is the result of it.
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