|
![](/i/fill.gif) |
> The correct solution is to abandon texture using the old, broken noise
> function and adjust textures accordingly. You should not count on
> POV-Ray supporting every broken feature forever. Future versions of
> POV-Ray could just change the default textures to compensate for the
> changed noise functions and then, while not looking identical, the
> texture will look similar. Of course, this is a one-time inconvenience,
> but fixing it once properly is far better than just patching around it.
Is Mike Miller still around? The T_Stone9 texture isn't just some slight
difference -- the whole apparance seems to require the old function. If you
render Stones1.pov from the scenes directory, you'll see that =most= of the
textures change in character or have utterly different apparances. The demo
doesn't show everything, either, since the swatches are so small. But they
introduce patterns that are apparant in larger surfaces.
Is it *possible* to port these textures over? This is not a slight roundoff
problem or a "bug" -- this is the fractal function that they were designed
for! Just like we have several to choose from now, we still need the old
one. Maybe that's not what the function was meant to be when it was
written, but what it *is* was appreciated by some and used as such.
For comparison, why hasn't anyone adjusted the supplied textures to use
gamma 1? Changing the colors in the map is not enough (I've tried) -- it
changes the transparancy too, so they mix and layer differently. Everyone
still uses "assumed_gamma 2.2" in their scenes even though the documentation
says not to do that anymore, and has for years.
If you're going to drop a feature while calling it a "bug", you must update
the include files first! Otherwise it's no fix. If someone wants to
"change the default textures...look similar (not identical)" that's fine,
and I'll use it. But I think keeping the old noise function around is less
work, and something we can do *now*.
--John
Post a reply to this message
|
![](/i/fill.gif) |