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Jim Charter wrote:
> Christopher James Huff wrote:
>
>> In article <4040c3be$1@news.povray.org>,
>> Jim Charter <jrc### [at] msncom> wrote:
>>
>>
>>> I am getting a render time error "too many nested textures". Can
>>> anyone explain what is happening? How many are too many, and what
>>> does POV consider to be a nested texture? Afaik, I am not using
>>> syntax such as :
>>
>>
>>
>> It appears to be something to do with warping normals, something that
>> was added after 3.1. My first guess is that earlier versions didn't
>> warp normals when the texture was warped...this code was written to
>> fix it, but the programmer was lazy and it can only handle 100
>> textures at once. It refers to nested texture evaluations, not nested
>> textures...I'm guessing you'll hit it if you have a chain of more than
>> 100 evaluations of transparent patterned textures along a ray.
>>
> Thankyou Christopher. That makes sense. I think. By normals you are
> refering to the normals of the triangles in the mesh.
>
> If I have:
>
> mesh {
> triangle {}
> triangle {}
> triangle {}
> triangle {}
> texture a
> }
>
> Is that one evaluation, or up to four?
The reason I am curious is that I don't see how what I am doing is
significantly different form techniques that make foliage for trees by
using mesh with image_maps
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