POV-Ray : Newsgroups : povray.beta-test : Difference in noise3d in beta2? Server Time
23 Apr 2024 06:40:11 EDT (-0400)
  Difference in noise3d in beta2? (Message 1 to 3 of 3)  
From: Warp
Subject: Difference in noise3d in beta2?
Date: 22 Apr 2005 02:25:31
Message: <426898db@news.povray.org>
This is directly from isocacti.pov (everything but the relevant parts
taken out). If you render it with 3.7beta2 you'll notice that there
are big plateaus in the isosurface which do not appear with 3.6.
What is causing the difference?


#include "functions.inc"

#declare CamLoc = < 5, 10,-10>;
camera {
	location CamLoc
	up y*image_height right x*image_width
	angle 45
	look_at <0, 0, 0>
}

light_source {<-20, 30, -30>*3 color 1.5}

#declare Ground =
isosurface {
	function {y - f_snoise3d(x/7, 0, z/2)*0.5}
	threshold 0
	max_gradient 1.1
	contained_by {box {<-100,-3,-100>, < 100, 1, 100>}}

	texture {
		pigment {color rgb < 1, 0.9, 0.65>}
	}
}
object {Ground}


-- 
                                                          - Warp


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From: Slime
Subject: Re: Difference in noise3d in beta2?
Date: 25 Apr 2005 17:22:16
Message: <426d5f88$1@news.povray.org>
>   This is directly from isocacti.pov (everything but the relevant parts
> taken out). If you render it with 3.7beta2 you'll notice that there
> are big plateaus in the isosurface which do not appear with 3.6.
> What is causing the difference?


It seems that f_noise3d is using noise generator 1; replacing it with
f_noise_generator(x,y,z, 2) removes the plateaus for me.

 - Slime
 [ http://www.slimeland.com/ ]


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From: Chris Cason
Subject: Re: Difference in noise3d in beta2?
Date: 26 Apr 2005 12:57:34
Message: <426e72fe@news.povray.org>
Warp wrote:
>   This is directly from isocacti.pov (everything but the relevant parts
> taken out). If you render it with 3.7beta2 you'll notice that there
> are big plateaus in the isosurface which do not appear with 3.6.
> What is causing the difference?

fixed, thanks. this was also causing issues elsewhere, too (the noise
generator wasn't defaulting properly).

-- Chris


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