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Sorry for posting images to the wrong group. I am new an newsgroups too.
Here is the revised message without the attachments and I canceled my
previous posting.
-------------------------
I changed the code as suggested and now I have a stable good looking
starfield. Wow this stuff is fun!
Doug
"Doug Moses" <kdm### [at] home com> wrote in message
news:3a2c5f65@news.povray.org...
> I changed the code as suggested and now I have a stable good looking
> starfield. Here is the modified code. I also attached my first image_map
to
> the scene. Thanks for the tips and links everyone! I got the image_maps
from
> http://www.btinternet.com/~consty/render/render_f.htm Wow this stuff is
fun!
>
> camera
> {
> location <0,0,5000>
> look_at <0,0,0>
> }
>
> plane
> {
> z,0
> texture
> {
> pigment
> {
> crackle
> color_map
> {
> [1 rgb <0,2,5>]
> [.005 rgb 0]
> }
> }
> }
> finish {ambient 1}
> }
>
>
> "Margus Ramst" <mar### [at] peak edu ee> wrote in message
> news:3A2B9E49.4F2E91CC@peak.edu.ee...
> > Doug Moses wrote:
> > >
> > > I am very new to POVRAY and I came across an interesting image when I
> was
> > > creating a starfield plane in the Z direction.
> > [snip]
> >
> > What you're experiencing is a known bug with some patterns, such as
> granite,
> > bozo, turbulence etc. These patterns will start to act strangely at
large
> > negative distances from the origin (e.g. -10000 for bozo, -10000/128 for
> > granite). A workaround is to translate your pattern in the positive
> direction.
> >
> > --
> > Margus Ramst
> >
> > Personal e-mail: mar### [at] peak edu ee
> > TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
> > Home page http://www.hot.ee/margusrt
>
>
>
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