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Simon Adameit <gom### [at] gmx de> wrote:
: Try this and you will see that the normals indeed seem to be switched.
This is a nice example. There's definitely something going on.
I'll make a formal bug report.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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On 21 Jan 2002 18:34:26 -0500, Warp wrote:
> Simon Adameit <gom### [at] gmx de> wrote:
>: Then why does it disappear if you add double_illuminate ?
>
> 'double_illuminate' "fixing" it is a clear symptom that it has something
> to do with normals, but what confuses me is that the normals should not
> depend on camera location. If the object stays static and the light source
> stays static and there's no phong/specular finish, the lighting should remain
> the same regardless of the point of view.
But the normal we choose can change with camera position. We don't always
just take the object's word for it.
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plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
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Mabye you'd notice, but it goes away when you comment out smooth (I read
somewhere that it uses normals) mabye it's that pesky old normal edge bug
(the one mentioned as a slight problem in your VFAQ),after all it says that
, or somthing to do with the unpigmented area (like the edge of a sphere
with a normal), it's probably related to that, anyway, it could still be a
bug.
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The reason for this artifact is clear now (I have discussed it in
povray.beta-test).
It's not a bug per se (ie. a programming mistake), but just a deficiency
in some special cases in smooth heightfields and meshes. It's probably too
difficult to fix in 3.5 and better left to 4.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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