POV-Ray : Newsgroups : povray.unofficial.patches : Heightfield smooth problem : Re: Heightfield smooth problem Server Time
2 Sep 2024 02:18:03 EDT (-0400)
  Re: Heightfield smooth problem  
From: Fabian BRAU
Date: 13 Jun 2000 09:08:29
Message: <3946323D.CDF5FD65@umh.ac.be>
Self-shadowing problem leads to black (rgb 0,0,0) triangle on the 
surface or just dark ones (like the triangles which are
actually in the shadow)? Here it is black triangle.

Anyway as you said, since the problem appear more in megapov than
in the official release there is some kind of bug.

Fabian.


> 
>   Since the problem is much more pronounced in megapov, it seems quite clear
> that it's some kind of bug.
> 
>   However, the general problem of getting odd-looking shadows in smooth
> triangle meshes (and a smooth heightfield is just that) is not actually a
> bug, but is caused by a self-shadowing problem which is not trivial to fix
> (at least so that it will always work correctly and "physically" correctly).
>   I have discussed this problem in p.programming and proposed a solution,
> but it seems that it will not be corrected anytime soon (if it _is_ possible
> to correct completely at all).
>   You can get rid of the problem by making the object in question
> shadowless. If, however, the shadows of the object are important, then there's
> little you can do (besides making the mesh more detailed, ie. with more
> triangles).
> 
>   In short, the problem is that the object shadows itself in parts that
> should be lit due to the normal modifiers. But because normal modifiers are
> only "fake" and they do not actually modify the shape of the surface, the
> self-shadowing works like with unmodified normals. Making the object
> shadowless eliminates this self-shadowing (but this is not always a good
> solution if the shadow of the object is important).
> 
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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