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Hi,
That's my first intro in the pov newsgroup, so I hope
you guys be patient. I have two questions, and I
didn't find the answer in the FAQ area (though is
almost impossible to find something in this huge
place).
I'm a pov user (not a expert user, I have to addmit), and
I'd like to make two suggestions for program improvements.
1 - I'd like to see the "tiles" keyword back to Pov
textures, but with the sense of tiles and not the
sense of checkboard. Tiles are a mixture of checboard
with brick. It has a mortar, and resembles a checboard.
Pov 3.x can't generate a texture where a brick is
exatly bellow other. Instead, one brick extends two
halves of the bricks above and bellow. I think that
one tile should be placed exatly bellow other in
the tile texture.
2 - There's something strange in the way that light
intensity is calculated. Real lights have intensity
decreasing proportionally to the inverse of the
squared distance:
I = K / d^2
Pov calculates the "attenuation" by means of a similar
equation, but with a significative difference:
Attenuation = 2 / [1 + {d / fade_dist)^power]
As you can see, if one consider fade_dist = 1 and power
equal to 2, it is impossible to obtain the real light
intensity:
Attenuation = 2 / [1 + d^2],
due to the presence of the "1" in the denominator. I
suggest that this could be modified in the following
way:
Attenuation = 2 / [ K + {d / fade_dist)^power]
Of course it would be user responsability to avoid
"division
by zero" that could happen if the light is positioned
in an object surface (d = 0) and if K = 0.
Valdemir Carrara
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