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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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