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Alain <aze### [at] qwerty org> wrote:
> > Dear POVRay users,
> >
> > when I put sky sphere (with HDR file) + reflective box (with gif texture file) +
> > reflective/refractive mesh2, the rendering results are different even they are
> > generated from the same pov file. Is this usual or am I missing something?
> >
> > Thanks
> >
> >
>
> Can you post a small sample scene that show your problem?
> Many users can provide their own HDR and image map.
> If the mesh2 is large, use a symplified/largely decimated one.
> If the sanple scene is relatively small (under 5K), you can post it
> here. For larger ones, you can use povray.text.scene-files or
> povray.binaries.scene-files.
>
> Make sure that you use spherical mapping for your HDR image. Add
> map_type 1 to your pigment.
>
> Is your mesh2 closed?
Yes, it is closed. I tested with a simple object (ovus) as well, and the same
problem existed. I post the simple test pov-file:
#version 3.7;
global_settings {
assumed_gamma 1.33
max_trace_level 30
radiosity {
count 200
error_bound 0.1
recursion_limit 2
nearest_count 8
brightness 1
normal on
adc_bailout 0.005
}
}
#declare CamPos = <0.72, 1.52, 3.2>;
#declare CamLookAt = <0.2, 0.5, 0.8>;
camera {
right -x*image_width/image_height
location CamPos
look_at CamLookAt
}
#declare F_Water = finish {
ambient 0
diffuse 0
phong 1
phong_size 90
reflection {0.1, 1 fresnel on}
conserve_energy
}
#declare F_Plane = finish {
phong 0.37
phong_size 25
ambient 0
reflection 0.05
}
#declare T_Water = texture {
pigment { rgbf <0.98, 0.98, 0.98, 0.98> }
finish {F_Water}
}
#declare T_Plane = texture {
pigment { rgb<0.6, 0.3, 0.5> }
finish {F_Plane}
}
#declare I_Water = interior {
ior 1.33335
fade_power 1
}
#declare M_Water = material {
texture {T_Water}
interior{I_Water}
}
#declare Water = ovus {
0.2, 0.1
translate -y*0.04
material {M_Water}
}
#declare Thickness = 0.025;
#declare Table = box {
<-2, -Thickness, -2>, <2, -Thickness*4, 2>
rotate y*-49
texture { T_Plane }
}
light_source {CamPos color rgb<0.9, 0.9, 1>*0.1}
sky_sphere {
pigment {image_map {hdr "*HDR_FILE_PATH.hdr*" map_type 1 interpolate 2}}
rotate y*-120
}
union {
object {Table}
object {
Water
translate <0, 0.5, 0.5>
}
}
The table is always differently rendered with some jitters.
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