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Hi everybody!
I attempted to use "wrinkles" in a "normal" statement to give a rough finish
to the outer walls of some imaginary building. It is constructed
recursively and implies that its modules be rotated by 0, 90, 180, 270
degrees around the y-axis to take place at each corner. Now, i noticed a
slight difference in the appearance of the different modules. Investigating
further, i gathered the following minimal source to demonstrate a strange
behaviour...
//--------------------------------------------------
#version 3.6;
global_settings {assumed_gamma 1.0}
#declare degre=3;
#declare pdd=pow(2,degre);
camera {
location <-.25*pdd, .85*pdd, -1.6*pdd>
look_at (2-pdd)*y
}
light_source {<-500, 260, -240> rgb 1}
#macro cell (n)
box {-n, n}
texture {
pigment {rgb 1}
normal {wrinkles scale .2}
}
#end //macro cell (n)
#macro pyramide (n)
#if (n=1)
object {cell (1)}
#else
union {
#local quadrant=0;
#while (quadrant<4)
object {
pyramide (n-1)
translate -pow(2,n-1)/2
rotate quadrant*90*y
}
#local quadrant=quadrant+1;
#end //while
}
#end //if
#end //macro pyramide (n)
object {pyramide (degre)}
//--------------------------------------------------
You should see 16 distinct cubes grouped together, some of them much lighter
than the others. Yet stranger: if i set #version to 3.1, the 16 cubes
suddenly appear as one solid stone slab, as i expected them to. With
#version set to 3.2 or higher, the difference in color shows up. I tried to
change "noise_generator" to no avail.
Using POV-Ray for Windows, version 3.6.1a.icl8.win32, straight from the
official download site.
Any insight or explanation would be greatly appreciated!!!
J-Y
PS : a preview of said imaginary building is posted in p.b.i ...
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