POV-Ray : Newsgroups : povray.beta-test : ver. 3.7 beta 17 dump file : Re: ver. 3.7 beta 17 dump file Server Time
28 Jul 2024 20:28:45 EDT (-0400)
  Re: ver. 3.7 beta 17 dump file  
From: BinaryCortex
Date: 25 Nov 2006 12:59:13
Message: <45688471$1@news.povray.org>
BinaryCortex wrote:
> BinaryCortex wrote:
>> BinaryCortex wrote:
>>> POVRay crashed when I tried to render a test scene and produced a 
>>> dump file. I need to know how to send it to you so it can be 
>>> analyzed. I want to help make POVRay better but the news server is 
>>> preventing that.
>>>
>>> Ian
>>
>> It happened again with the same scene this time i did a mini dump. 
>> here is the scene, it requires lightsysIV from ignorancia.org. The 
>> mini dump is attached.
>>
>> // Persistence of Vision Ray Tracer Scene Description File
>> // File: ?.pov
>> // Vers: 3.6
>> // Desc: Checkered Floor Example
>> // Date: mm/dd/yy
>> // Auth: ?
>> //
>>
>> #version 3.6;
>>
>> #include "colors.inc"
>> #include "textures.inc"
>> #include "metals.inc"
>>
>>
>> // ********************
>> // *** CIE+lightsys ***
>> // ********************
>> #include "CIE.inc"
>> #declare ColSys=sRGB_ColSys;
>> //CIE_ColorSystemWhitepoint(ColSys,Illuminant_A)
>> CIE_ColorSystemWhitepoint(ColSys,Blackbody2Whitepoint(4000))
>> //CIE_ColorSystemWhitepoint(ColSys,Daylight2Whitepoint(5500))
>> #include "rspd_jvp.inc" // material samples
>>
>> #include "lightsys.inc"
>> #include "lightsys_constants.inc"
>> #include "lightsys_colors.inc"
>> #declare Lightsys_Brightness=6;
>>
>> global_settings {
>>   assumed_gamma 1.0
>>   max_trace_level 5
>> }
>>
>> // ----------------------------------------
>>
>> 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>
>> }
>>
>> sky_sphere {
>>   pigment {
>>     gradient y
>>     color_map {
>>       [0.0 rgb <0.6,0.7,1.0>]
>>       [0.7 rgb <0.0,0.1,0.8>]
>>     }
>>   }
>> }
>>
>> light_source {
>>   <0, 0, 0>            // light's position (translated below)
>>   color rgb <1, 1, 1>  // light's color
>>   translate <-30, 30, -30>
>> }
>>
>> // ----------------------------------------
>>
>> plane {               // checkered floor
>>   y, -1
>>   texture
>>   {
>>     pigment {
>>       checker
>>       color rgb 1
>>       color blue 1
>>       scale 0.5
>>     }
>>     finish{
>>       diffuse 0.8
>>       ambient 0.1
>>     }
>>   }
>> }
>>
>> // *************************
>> // *** OLD BRUSHED METAL ***
>> // *************************
>> // + microsurface normal
>> #declare p_micro2=
>> pigment{
>>  crackle turbulence 1
>>  color_map{
>>   [0.00 White*.7]
>>   [0.01 White*.7]
>>   [0.02 White]
>>   [1.00 White]
>>  }
>>  scale 5
>> }
>> #declare p_micro1=
>> pigment{
>>  cells
>>  turbulence .5
>>  color_map{
>>   [0.0 White*.9]
>>   [1.0 White]
>>  }
>>  scale .01
>> }
>> // + average all the normals
>> #declare p_brushed_new=
>> pigment{
>>  average turbulence 0
>>  pigment_map{
>>   [0.0 p_micro1]
>>   [0.1 p_micro1 rotate 45*x]
>>   [0.2 p_micro1 rotate -45*x]
>>   [0.3 p_micro2]
>>   [0.4 p_micro1 rotate 45*y]
>>   [0.5 p_micro1 rotate -45*y]
>>   [0.6 p_micro1 rotate 90*z]
>>   [0.7 p_micro2 rotate 45]
>>   [0.8 p_micro1 rotate 45*z]
>>   [0.9 p_micro1 rotate 90*y]
>>   [1.0 p_micro1 rotate -45*z]
>>  }
>>  scale .1
>> }
>>
>> // + declare the final normal as image_pattern
>> #declare n_brushed_new=
>> normal{pigment_pattern{p_brushed_new} .4}
>> // + declare the final metal texture
>> #declare t_metal=
>> texture{
>>  pigment{
>> //  rgb ReflectiveSpectrum(RS_BoltMetal2)
>> //  rgb ReflectiveSpectrum(RS_Nickel1)
>> //  rgb ReflectiveSpectrum(RS_NickelBrass1)
>>   rgb ReflectiveSpectrum(RS_NordicGold1)
>> //  rgb ReflectiveSpectrum(RS_Iron)
>> //  rgb ReflectiveSpectrum(RS_StainlessSteel1)
>>  }
>>  finish{
>>   Metal
>>  }
>>  #if (use_norm)
>>  normal{n_brushed_new .5}
>>  #end
>> }
>>
>> sphere {              // reflective sphere
>>   0.0, 1
>>   texture {
>>     pigment {
>>       color rgb <0.8,0.8,1.0>
>>     }
>>     finish{
>>       diffuse 0.3
>>       ambient 0.0
>>       specular 0.6
>>       reflection {
>>         0.8
>>         metallic
>>       }
>>       conserve_energy
>>     }
>>   }
>> }
>>
>>
> The problem is with the following section.
> 
> // *************************
> // *** OLD BRUSHED METAL ***
> // *************************
> // + microsurface normal
> #declare p_micro2=
> pigment{
>  crackle turbulence 1
>  color_map{
>   [0.00 White*.7]
>   [0.01 White*.7]
>   [0.02 White]
>   [1.00 White]
>  }
>  scale 5
> }
> #declare p_micro1=
> pigment{
>  cells
>  turbulence .5
>  color_map{
>   [0.0 White*.9]
>   [1.0 White]
>  }
>  scale .01
> }
> // + average all the normals
> #declare p_brushed_new=
> pigment{
>  average turbulence 0
>  pigment_map{
>   [0.0 p_micro1]
>   [0.1 p_micro1 rotate 45*x]
>   [0.2 p_micro1 rotate -45*x]
>   [0.3 p_micro2]
>   [0.4 p_micro1 rotate 45*y]
>   [0.5 p_micro1 rotate -45*y]
>   [0.6 p_micro1 rotate 90*z]
>   [0.7 p_micro2 rotate 45]
>   [0.8 p_micro1 rotate 45*z]
>   [0.9 p_micro1 rotate 90*y]
>   [1.0 p_micro1 rotate -45*z]
>  }
>  scale .1
> }
> 
> // + declare the final normal as image_pattern
> #declare n_brushed_new=
> normal{pigment_pattern{p_brushed_new} .4}
> // + declare the final metal texture
> #declare t_metal=
> texture{
>  pigment{
> //  rgb ReflectiveSpectrum(RS_BoltMetal2)
> //  rgb ReflectiveSpectrum(RS_Nickel1)
> //  rgb ReflectiveSpectrum(RS_NickelBrass1)
>   rgb ReflectiveSpectrum(RS_NordicGold1)
> //  rgb ReflectiveSpectrum(RS_Iron)
> //  rgb ReflectiveSpectrum(RS_StainlessSteel1)
>  }
>  finish{
>   Metal
>  }
>  #if (use_norm)
>  normal{n_brushed_new .5}
>  #end
> }
I've narrowed it down. The following line is the problem. It references 
lightsysIV from ignorancia.org.

rgb ReflectiveSpectrum(RS_NordicGold1)


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