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Similar to the issue around "cracle" posted earlier, I get this kind of stuff in
a lot of olderish renders. Here's a stripped-down piece of ocean that exhibits
it, for example:
// -------------------
#include "functions.inc"
camera {
location <3, 1.8, 1>
look_at <0, 0, -.2>
}
light_source { <0, -20, 0> color rgb <1, .7, .3>*10 spotlight point_at 0 }
isosurface {
function { y-.5*f_wrinkles(x,y,z) }
contained_by { box { <-50,-50,-50>, <50,1,50> } }
material {
texture {
pigment { color rgbft <0.1, 0.6, 0.8, 0.6,.4> }
finish { diffuse 0.01 specular 0.6 reflection .2 conserve_energy}
}
interior {
ior 1.5
}
}
}
// -------------------
I do note that it goes away if both f and t are set to zero (but not if either
remains non-zero).
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I would like to add that using a pigment { crackle } gives block artifacts
on my renders also.
"Sven Geier" <.sven.at.sgeier.dot.net.nospamplease> wrote in message
news:web.49089b589b98030e5b4449250@news.povray.org...
> Similar to the issue around "cracle" posted earlier, I get this kind of
> stuff in
> a lot of olderish renders. Here's a stripped-down piece of ocean that
> exhibits
> it, for example:
>
> // -------------------
> #include "functions.inc"
>
> camera {
> location <3, 1.8, 1>
> look_at <0, 0, -.2>
> }
>
> light_source { <0, -20, 0> color rgb <1, .7, .3>*10 spotlight point_at
> 0 }
>
> isosurface {
> function { y-.5*f_wrinkles(x,y,z) }
> contained_by { box { <-50,-50,-50>, <50,1,50> } }
> material {
> texture {
> pigment { color rgbft <0.1, 0.6, 0.8, 0.6,.4> }
> finish { diffuse 0.01 specular 0.6 reflection .2 conserve_energy}
> }
> interior {
> ior 1.5
> }
> }
> }
> // -------------------
>
> I do note that it goes away if both f and t are set to zero (but not if
> either
> remains non-zero).
>
>
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