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From: Warp
Subject: Re: Strange bug in heightfield
Date: 21 Jan 2002 16:09:13
Message: <3c4c8379@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
:   Hmmm... seems like "missing triangles" to me

  Nope. If you render the animation (eg. 30 frames or more), you clearly see
that it's not a missing triangle which suddenly appears. The black spot
diminishes smoothly until it disappears.

-- 
#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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From: Warp
Subject: Re: Strange bug in heightfield
Date: 21 Jan 2002 16:10:22
Message: <3c4c83bd@news.povray.org>
Jan Walzer <jan### [at] lzernet> wrote:
: I've not rendered yet, but if it really behaves the way, you describe,
: then you can probably trace it down to some accuracy issue ...

  It's just that I can't figure out any reason why it happens.
  If the spots were equal independently of camera location it would be
simpler.

-- 
#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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From: Warp
Subject: Re: Strange bug in heightfield
Date: 21 Jan 2002 16:11:04
Message: <3c4c83e7@news.povray.org>
Simon Adameit <gom### [at] gmxde> wrote:
: I think that the normals are switched because it goes away if you add
: double_illuminate.

  That sounds like it would look the same independently of the camera location,
but it doesn't...

-- 
#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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From: Simon Adameit
Subject: Re: Strange bug in heightfield
Date: 21 Jan 2002 16:27:47
Message: <3c4c87d3@news.povray.org>
>   That sounds like it would look the same independently of the camera
location,
> but it doesn't...

Then why does it disappear if you add double_illuminate ?

--
#local T=text{ttf"timrom.ttf""Simon Adameit".01,0}#local Y=1;#while(Y>-1)
#local X=0;#while(X<7)#local O=trace(T<X,Y><X,Y>+z);cylinder{<X-3,Y,5>*.01
<X-3,Y,5>*.01+5e-3,5e-5pigment{rgb 25*O}}#debug chr(83-(O.x=0)*51)#local
X=X+.05;#end#debug"\n"#local Y=Y-.05;#end


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From: Simon Adameit
Subject: Re: Strange bug in heightfield
Date: 21 Jan 2002 17:49:09
Message: <3c4c9ae5@news.povray.org>
>
>   Any idea what causes these bugs?

Try this and you will see that the normals indeed seem to be switched.

camera
{ location #if(0) <0,-0.3,0> #else 0 #end
  look_at z*1
}

height_field
{ function 200,200 { pattern { granite } }
  smooth
  scale <10,1.5,10>
  pigment {slope y}
  finish{ambient 1}
  translate -<5,.3,0>
}


--
#local T=text{ttf"timrom.ttf""Simon Adameit".01,0}#local Y=1;#while(Y>-1)
#local X=0;#while(X<7)#local O=trace(T<X,Y><X,Y>+z);cylinder{<X-3,Y,5>*.01
<X-3,Y,5>*.01+5e-3,5e-5pigment{rgb 25*O}}#debug chr(83-(O.x=0)*51)#local
X=X+.05;#end#debug"\n"#local Y=Y-.05;#end


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From: Warp
Subject: Re: Strange bug in heightfield
Date: 21 Jan 2002 18:34:26
Message: <3c4ca582@news.povray.org>
Simon Adameit <gom### [at] gmxde> 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.

-- 
#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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From: Warp
Subject: Re: Strange bug in heightfield
Date: 21 Jan 2002 18:37:20
Message: <3c4ca630@news.povray.org>
Simon Adameit <gom### [at] gmxde> 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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From: Ron Parker
Subject: Re: Strange bug in heightfield
Date: 21 Jan 2002 19:10:28
Message: <slrna4pbfn.fee.ron.parker@fwi.com>
On 21 Jan 2002 18:34:26 -0500, Warp wrote:
> Simon Adameit <gom### [at] gmxde> 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.

-- 
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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From: RAY
Subject: Re: Strange bug in heightfield
Date: 6 Feb 2002 19:20:46
Message: <3c61c85e@news.povray.org>
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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From: Warp
Subject: Re: Strange bug in heightfield
Date: 6 Feb 2002 21:08:20
Message: <3c61e194@news.povray.org>
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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