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Samuel Benge wrote:
>
> Thanks Christoph, and to the MegaPOV Team! The CodeWarrior version seems
> to work fine on my machine (P4 1.6mhz, 512mb ram, Windows 98). It runs
> slightly slower than the (unpatched) official POV-Ray release, but much
> faster than the recommended download.
That sounds promising, do you have some actual numbers for comparison
(preferably the benchmark of course).
> I'm glad to see mlPOV made it in.... all those other features are cool
> as well (an HDR render I did actually got my older brother to gasp when
> he saw it... rare). All those features are sure to keep me busy.
>
> > We encourage those who have some experience with POV-Ray to test the
> > beta version - this will help us to find possible flaws which might be
> > there since it was quite some time since the last release. Please
> > report problems to povray.unofficial.patches.
>
> There does seem to be a bug in the camera_view pigment. When the
> camera_view pigment is placed inside a pigment_pattern block, the (now
> grey) shades of color stop at white and start at black again. In other
> words, if you had a white sphere with light shining in it, the highlight
> (diffuse finish) would appear to have black rings turning from
> black-to-white instead of one smooth gradation. I'm sure this has to do
> with the fact that the patch can't handle high color values yet. No
> amount of color_mapping helped in this situation. I can make a file
> demonstrating this, if needed.
Sounds like a color clipping problem to me. It seems pigment_pattern
does not clip the values (this is the case in official POV-Ray as well).
Try:
pigment {
pigment_pattern {
bozo
color_map {
[0.5 color rgb 0.0 ]
[0.7 color rgb 10.0 ]
}
}
color_map {
[0.0 color rgb 0.0 ]
[1.0 color rgb 1.0 ]
}
}
As a workaround you could do the clipping yourself by using a function
pigment with a pigment function. :-)
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 06 Jul. 2004 _____./\/^>_*_<^\/\.______
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