|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi. I don't know anything about this attenaution patch, or what it is
exactly for. I've just seen SamuelT. do some real nice stuff with it. I
decided to try it myself and to my surprise, this happened:
camera {location <1,2,-3>*10 look_at 0}
light_source {y*10 2}
plane {y,0 pigment {rgb .5}}
sphere {y*6,4 pigment {rgbf 1} interior {fade_power 2 fade_distance 4
fade_color rgb <1,3,2>}}
Try it for yourselves... Is this a bug or some feature of the attenuation?
Did I do something wrong, perhaps?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hmm, that is indeed a strange thing. When I raised the light_source, the dots
disappeared. Even if I put y*10.000001 for the light_source. Anything over ten
unit high makes the dots go away. Looks like a bug to me. You scene is neat,
by the way. The glow (after changing the light_source) is cool.
I just tried lower numbers and they make the dots go away too. Maybe 10 is the
magic number?
TonyB wrote:
> Hi. I don't know anything about this attenaution patch, or what it is
> exactly for. I've just seen SamuelT. do some real nice stuff with it. I
> decided to try it myself and to my surprise, this happened:
>
> camera {location <1,2,-3>*10 look_at 0}
> light_source {y*10 2}
> plane {y,0 pigment {rgb .5}}
> sphere {y*6,4 pigment {rgbf 1} interior {fade_power 2 fade_distance 4
> fade_color rgb <1,3,2>}}
>
> Try it for yourselves... Is this a bug or some feature of the attenuation?
> Did I do something wrong, perhaps?
--
Samuel Benge
STB### [at] aolcom
"And you can fly
High as a kite if you want to
Faster than light if you want to
Speeding through the universe
Thinking is the best way to travel"
-The Best Way to Travel, The Moody Blues
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <381CB4B0.E9E7B992@aol.com> , "SamuelT." <STB### [at] aolcom> wrote:
> Hmm, that is indeed a strange thing. When I raised the light_source, the dots
> disappeared. Even if I put y*10.000001 for the light_source. Anything over ten
> unit high makes the dots go away. Looks like a bug to me. You scene is neat,
> by the way. The glow (after changing the light_source) is cool.
>
> I just tried lower numbers and they make the dots go away too. Maybe 10 is the
> magic number?
Depending on precision, the light will be inside or outside the sphere, that
is why moving it a bit removes the effect.
Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povrayorg
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Ha ha ha! Funny me..... I hadn't inspected the code that closely. Sure enough, the
light was directly on the edge of the sphere....
Thorsten Froehlich wrote:
> In article <381CB4B0.E9E7B992@aol.com> , "SamuelT." <STB### [at] aolcom> wrote:
>
> > Hmm, that is indeed a strange thing. When I raised the light_source, the dots
> > disappeared. Even if I put y*10.000001 for the light_source. Anything over ten
> > unit high makes the dots go away. Looks like a bug to me. You scene is neat,
> > by the way. The glow (after changing the light_source) is cool.
> >
> > I just tried lower numbers and they make the dots go away too. Maybe 10 is the
> > magic number?
>
> Depending on precision, the light will be inside or outside the sphere, that
> is why moving it a bit removes the effect.
>
> Thorsten
>
> ____________________________________________________
> Thorsten Froehlich
> e-mail: mac### [at] povrayorg
>
> I am a member of the POV-Ray Team.
> Visit POV-Ray on the web: http://mac.povray.org
--
Samuel Benge
STB### [at] aolcom
"And you can fly
High as a kite if you want to
Faster than light if you want to
Speeding through the universe
Thinking is the best way to travel"
-The Best Way to Travel, The Moody Blues
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
And why does this matter?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
TonyB wrote:
>
> And why does this matter?
I imagine the dots that are being seen are becuase POV-Ray is treating it
like a coincident surfaces problem where it cannot tell if the light is
inside the surface or outside the surface.
--
Ken Tyler - 1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
TonyB <ben### [at] panamaphoenixnet> wrote:
: And why does this matter?
http://www.students.tut.fi/~warp/povVFAQ.html#blackspots
explains also this.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nieminen Juha wrote:
>
> TonyB <ben### [at] panamaphoenixnet> wrote:
> : And why does this matter?
>
> http://www.students.tut.fi/~warp/povVFAQ.html#blackspots
>
> explains also this.
Strangely this is the first time I have heard of this particular problem
and was surprised that you have it included in the VFAQ. Good job Warp :)
--
Ken Tyler - 1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Ken <tyl### [at] pacbellnet> wrote:
: Strangely this is the first time I have heard of this particular problem
: and was surprised that you have it included in the VFAQ. Good job Warp :)
We see from this that even advanced users should read the VFAQ... ;)
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nieminen Juha wrote:
>
> Ken <tyl### [at] pacbellnet> wrote:
> : Strangely this is the first time I have heard of this particular problem
> : and was surprised that you have it included in the VFAQ. Good job Warp :)
>
> We see from this that even advanced users should read the VFAQ... ;)
Well I figured out for myself what was causing the problem and even replied
as such hours before you did. I just didn't know that little one liner had
been included in the VFAQ. No need to memorize it when you are an advanced
user :)
--
Ken Tyler - 1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |