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Render the example scene below, with the new UVPov. You should see darker
patches behind the two objects. Here are a few observations:
1) It only appears when antialiasing is on, and only during the final pass.
Probably some calculation is omitted with sub-pixel rays.
2) Very high quality (many rays, low error_bound) will eliminate (or obscure?)
the dark patches, but other freaky things occur (see for yourself). Maybe
related, maybe not.
I'm wondering if this has something to do with the non-constant
distance_maximum, since the problem seems to occur on a flat background around
outstanding objects... I may be wrong, though.
Margus
//BEGIN SCENE
global_settings{
ini_option "+qr"
ini_option "Preview_Start_Size=4"
ini_option "Preview_End_Size=2"
radiosity{
brightness 2
count 100 //try 1200
error_bound 1 //try 0.05
gray_threshold 0
low_error_factor .5 //try 0.1
minimum_reuse 0.015
nearest_count 5
recursion_limit 2
max_sample 10
adc_bailout .01/10
}
}
camera{location <-1,2,-4> look_at <-2.5,2,-1> angle 90}
plane{z,4
pigment{rgb <.7,.7,.65>}
finish{ambient 0 diffuse .6}
hollow
}
sphere{<-3,2,3>,.5 pigment{rgb 1} finish{ambient 10 diffuse 0}}
cylinder{-y,y,.2 pigment{rgb 1} finish{ambient 10} translate z*3+y*2}
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