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Cheers! I should have spotted that! But it was really late!
now i have a bigger and less obvious error, i get the error "RENDERING
ERROR: TOO MANY NESTED OBJECTS".
This is the povray file that gives the error:
// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.6
// Desc: Checkered Floor Example
// Date: mm/dd/yy
// Auth: ?
//
#version 3.6;
#include "colors.inc"
#declare MAX_FIRE=1000;
global_settings {
assumed_gamma 1.0
max_trace_level 5
}
#declare fire_array=array[MAX_FIRE][10];
#declare a=0;
#while (a<MAX_FIRE)
#declare fire_array[a][0]=0;
#declare fire_array[a][1]=0;
#declare fire_array[a][2]=0;
#declare fire_array[a][3]=0;
#declare fire_array[a][4]=0;
#declare fire_array[a][5]=0;
#declare fire_array[a][6]=0;
#declare fire_array[a][7]=0;
#declare fire_array[a][8]=0;
#declare fire_array[a][9]=0;
#declare a=a+1;
#end
#include "Fires.inc"
#macro Save_Fires()
#declare index=0;
#fopen IFV_File "Fires.inc" write
#write ( IFV_File, "// This is a generated file which " )
#write ( IFV_File, "can probably be deleted without too much harm.n" )
// #write ( IFV_File, concat("#declare fire_array=array[1001][9]n" )
#write ( IFV_File, "#declare fire_array=array[1001][10]n" )
#while (index<MAX_FIRE)
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][0]=",
str(fire_array[index] [0],0,3),";n" ))
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][1]=",
str(fire_array[index] [1],0,3),";n" ))
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][2]=",
str(fire_array[index] [2],0,3),";n" ))
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][3]=",
str(fire_array[index] [3],0,3),";n" ))
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][4]=",
str(fire_array[index] [4],0,3),";n" ))
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][5]=",
str(fire_array[index] [5],0,3),";n" ))
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][6]=",
str(fire_array[index] [6],0,3),";n" ))
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][7]=",
str(fire_array[index] [7],0,3),";n" ))
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][8]=",
str(fire_array[index] [8],0,3),";n" ))
#write ( IFV_File, concat( "#declare fire_array[",str(index,0,0),"][9]=",
str(fire_array[index] [9],0,3),";n" ))
#declare index=index+1;
#end
#fclose IFV_File
#end
#declare r1=seed(sin(clock*clock*clock)*0.2);
#declare index=0;
#while (index<2) //10 is self set max spawn rate per frame
#if (rand(r1)>0.1)
#declare index2=0;
#while (index2<MAX_FIRE)
#if (fire_array[index2][0]=0)
#declare fire_array[index2][0]=1; //EXISTS
#declare fire_array[index2][1]=0; //XPOS
#declare fire_array[index2][2]=0; //YPOS
#declare fire_array[index2][3]=0; //ZPOS
#declare fire_array[index2][4]=1; //XVEL
#declare fire_array[index2][5]=-2; //YVEL
#declare fire_array[index2][6]=1; //ZVEL
#declare fire_array[index2][7]=30+(rand(r1)*25);
//scale
#if (rand(r1)>0.8)
#declare fire_array[index2] [8]=1; //WARP
EFFECT
#end
#declare fire_array[index2][9]=rand(r1);
//life
#else
sphere {
#declare
fire_array[index2][1]=fire_array[index2][1]+fire_array[index2][4];
#declare
fire_array[index2][2]=fire_array[index2][2]+fire_array[index2][5];
#declare
fire_array[index2][3]=fire_array[index2][3]+fire_array[index2][6];
<fire_array[index2][1], fire_array[index2][2],
fire_array[index2][3]> // center of sphere <X Y Z>
fire_array[index2][7] // radius of sphere
}
#declare
fire_array[index2][9]=fire_array[index2][9]-0.02;
#declare
fire_array[index2][7]=fire_array[index2][7]*fire_array[index2][9];
#if (fire_array[index2][9]<0.02)
#declare fire_array[index2][0]=0;
#declare fire_array[index2][1]=0;
#declare fire_array[index2][2]=0;
#declare fire_array[index2][3]=0;
#declare fire_array[index2][4]=0;
#declare fire_array[index2][5]=0;
#declare fire_array[index2][6]=0;
#declare fire_array[index2][7]=0;
#declare fire_array[index2][8]=0;
#declare fire_array[index2][9]=0;
#end
#end
#declare index2=index2+1;
#end
#end
#declare index=index+1;
#end
// ----------------------------------------
camera {
location <0.0, 0.5, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
angle 75
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
plane { // checkered floor
y, -1
texture
{
pigment {
checker
color rgb 1
color blue 1
scale 0.5
}
finish{
diffuse 0.8
ambient 0.1
}
}
}
sphere { // reflective sphere
<0,50,200>, 100
texture {
pigment {
color rgb <0.8,0.8,1.0>
}
finish{
diffuse 0.3
ambient 0.0
specular 0.6
reflection {
0.8
metallic
}
conserve_energy
}
}
}
Save_Fires()
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