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That's the old sturmian root solver problem. Add keyword sturm to the sor
(at the end or before texture) and it will clean it up. Just looks somewhat
like a different texture has appeared but it's just mixed up surface.
--
sphere_sweep{b_spline 20<-2,-2,4>.1<-2,-1,4>.15<-1.5,1,4>.1<0,0,4>.1
<-2,0,4>.1<0,-1,4>.1<-2.5,-1,4>.1<-.5,-1,4>.1,<0,0,4>.1<1,-.5,4>.1
<0,-1,4>.1<-.5,-.5,4>.1<0,0,4>.1<1,-1,4>.1<1.5,-.25,4>.1<2,0,4>.1
<2,-.75,4>.1<1,-1,4>.1<1.5,1,4>.1<1.5,1,4>.1pigment{rgb 9}}//v3.5
"25ct" <25c### [at] lineonenet> wrote in message news:3c9c3902@news.povray.org...
> If you cut and paste the code for the sor gold cup from the help file and
move your camera in close (-4 instead of -20, it's there
> at -20 too) you get two textured bands on the stem and near the base.
>
> I'm using 3.5 b13 on Win '98, 600mhz, Athlon MB.
>
> It's doing the same thing in 3.1g, and I'm sure that I've rendered this
before without seeing these bands.
>
> ~Steve~
>
> Here's the code:
>
> camera {
> location <0.0, 0.5, -4.0>
> direction 1.5*z
> right x*image_width/image_height
> look_at <0.0, 0.0, 0.0>
> }
>
> light_source {
> <0, 0, 0>
> color rgb <1, 1, 1>
> translate <-30, 30, -30>
> }
>
> sor {
> 8,
> <0.0, -0.5>,
> <3.0, 0.0>,
> <1.0, 0.2>,
> <0.5, 0.4>,
> <0.5, 4.0>,
> <1.0, 5.0>,
> <3.0, 10.0>,
> <4.0, 11.0>
> texture { T_Gold_1B
>
> }
> }
>
>
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