POV-Ray : Newsgroups : povray.beta-test : uv_mapping, radiosity and mesh Server Time
26 Dec 2024 07:46:17 EST (-0500)
  uv_mapping, radiosity and mesh (Message 1 to 2 of 2)  
From: Zoly
Subject: uv_mapping, radiosity and mesh
Date: 6 Apr 2007 17:30:59
Message: <4616bc13$1@news.povray.org>
Hi,

I have got a problem with uv_mapping in mesh objects that I thought that 
could be fixed with the fix to uv_mapping recently reported and fixed in the 
20a beta. But now I realized that probably they are not related as my 
problem is still there.

The problem arises in an scene where I have a vault made with mesh objects 
and where I apply a 'brick' pigment using uv_mapping to correctly apply the 
bricks.

In 3.6 it works perfect but in 3.7 the brick pigment becomes somehow 
semitransparent or takes any property that makes much brighter the complete 
scene. I am only using an external light source and the camera is inside the 
vaulted room. With 3.7, the room is much brighter than with 3.6  and takes a 
color similar to the sky, except if I remove the keyword 'uv_mapping' or if 
I remove the radiosity.

I am attaching a simplified scene that reproduces the problem. There is a 
macro that creates on the fly the mesh object for the vault following the 
mathematical definition of its geometry. The macro is not important (I 
guess) for this issue.

Hope this helps.

Rgds,
Zoly.


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Attachments:
Download 'Vaults.zip' (2 KB)

From: Chris Cason
Subject: Re: uv_mapping, radiosity and mesh
Date: 7 Apr 2007 05:56:14
Message: <46176abe$1@news.povray.org>
Zoly wrote:
> In 3.6 it works perfect but in 3.7 the brick pigment becomes somehow 
> semitransparent or takes any property that makes much brighter the complete 
> scene. I am only using an external light source and the camera is inside the 
> vaulted room. With 3.7, the room is much brighter than with 3.6  and takes a 
> color similar to the sky, except if I remove the keyword 'uv_mapping' or if 
> I remove the radiosity.
> 
> I am attaching a simplified scene that reproduces the problem. There is a 
> macro that creates on the fly the mesh object for the vault following the 
> mathematical definition of its geometry. The macro is not important (I 
> guess) for this issue.

Thanks for the report; I can confirm that there is an issue. We will
investigate it.

regards,

-- Chris


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