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"Rune" <run### [at] mobilixnetdk> wrote in message
news:3bb4cf08@news.povray.org...
> When normals are used, highlights are sometimes visible where they should
be
> in shadow. I think a similar bug existed for reflection in POV-ray 3.0 but
> it was fixed. It was not fixed for highlights though. The following scene
> shows visible highlights from a light that is on the opposite side of the
> surface than the camera. Clearly that should be fixed.
>
> Can someone please confirm this bug?
Yes, I see it too. If the box is using <-1,-1,0>, <1,1,0.000001>
instead then the highlighting vanishes. Add another decimal place and it
reappears. The plane and disc also have it, I couldn't get a cylinder to
show it, whether by scale or base and top narrowing. Only generates
degenerate apex error, presumably before it gets sufficiently thin(?).
Unless plane, box, disc are somehow related and other primitives might not
be, which I wouldn't know anyway.
A very flat sphere won't show it, so I take it this is a problem confined to
just these type objects? (triangles too, etc.)
Bob H.
> // camera in front of box:
> camera {location -2.5*z look_at 0}
> // light_source behind box:
> light_source {1000*z, color 1}
> background {color <0.6,0.8,1.0>}
> box {
> <-1,-1,0>, <1,1,0>
> pigment {color rgb 0}
> normal {bumps 6 scale 0.2}
> // phong and specular shows up ???
> finish {phong 1}
> }
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World: http://rsj.mobilixnet.dk (updated June 26)
> POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Webring: http://webring.povray.co.uk
>
>
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