POV-Ray : Newsgroups : povray.binaries.images : shadows don't honor image_map alpha channel : Re: shadows don't honor image_map alpha channel Server Time
31 Jul 2024 20:22:45 EDT (-0400)
  Re: shadows don't honor image_map alpha channel  
From: Ive
Date: 6 May 2009 07:24:12
Message: <4a01735c@news.povray.org>
clipka wrote:
> Ive <"ive### [at] lilysoftorg"> wrote:
>> The shadows seem to work with both methods:
>>
>> PNG with internal alpha channel or by using pigment_pattern -
>> the way I do prefer, because you can add specular highlights:
> 
> Not so in my experience with the Ivy Generator output run through PoseRay.
> 
> It's also not a 3.7 problem, but is seen in 3.6 as well (more precisely I tested
> it with MegaPOV 1.2.1).
> 
>

This is really strange because my attached leave image uses the PNG 
alpha channel in the same way you do - and I do get the shadows.


#local T_Leaf = texture {
   pigment {image_map {png "AutumnLeaf1" interpolate 2} }
   finish {ambient 0  diffuse 1}
}

#local LeafBase = mesh {
   triangle { <0,0,0>, <1,0,0>, <1,1,0> uv_vectors <0,0>, <1,0>, <1,1> }
   triangle { <0,0,0>, <1,1,0>, <0,1,0> uv_vectors <0,0>, <1,1>, <0,1> }
}

#declare Leaf = object {
   LeafBase
   texture {T_Leaf}
   translate <-0.5,-0.5,0>
   rotate x*90
   scale <1, 1, 1.4> * 10.0
   hollow
   double_illuminate
}


I do not think this is related to the Ivy Generator (how should it?).
Could you post the PNG file you did use?


>> But as soon as you add media or fog the transparent parts become
>> partial visible in 3.7 beta, see the attached shrub. This happens
>> also with both methods.
> 
> I guess this is due to the non-solid nature of the mesh employed: You have
> surfaces where light "enters into" the mesh object, but fails to leave it
> later; and while presumed "inside" the mesh object, it will ignore the outer
> object's media settings.
> 
> Did you check this with 3.6?
> 
> I remember something about the "inside_vector" having some default; I guess this
> might prevent POV from prudently assuming that a mesh without an "inside_vector"
> represents a surface but no volume, and should therefore not affect meda.
> 


It works perfectly well with 3.6 and MegaPov.
But 3.7 renders those huge XFrog tree meshes about 3 times faster (per 
core!!!) than 3.6 and works well until no media is used.
Which is kinda sad and currently a show stopper to me.

-Ive


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