|
![](/i/fill.gif) |
Ken wrote:
>
> I understand. I just thought you might take note that this particular
> experiment had some adverse results. You mention merging with the Super
> Patch. Will this include the photon mapping features as well as the rest
> of the odds and ends with the experimental version ? What will you omit
> with the merge if anything and are there any last minute additions ?
> Any chance you will have dispersion fired up in time ?
Actually, dispersion does work now... if you specify a color_map in your
light source, the colors in the color_map will be dispersed. I don't
have any default color maps, but I want to have some available for the
final release (whenever that is).
When I merge with the superpatch, you'll probably only get the photon
mapping stuff. My experimental stuff will stay in my experimental
compile.
I did notice this bug earlier (in Dave Cook's ring), but I didn't
make it a priority at that time. I just was playing with it and here's
what I did:
When you use 'filter' in the official version of POV, the layers are NOT
filtered, they are TRANSMITTED!!! Try it... render your image, then
change all of the 'filter' keywords to 'transmit' and render again. You'll
get the exact same texture... I just tested it in 3.1a.
The filter keyword only makes a difference for the FINAL filter for the
sum of all textures (for objects that you see through this object).
I didn't think this was such a good idea, so I changed it. The version
of UVPov that you have still has a bug (things are too dark). But
what I have now acts the way I (only my humble opinion, of course) think
that it SHOULD act. Filter will filter layers below it. So things still
look different (old scenes and all of the standard textures look
very different).
So.. when I merge with the superpatch, I won't merge this change, since it
breaks lots of scenes, but I will leave it in my experimental compile.
Comments?
-Nathan
Post a reply to this message
|
![](/i/fill.gif) |