POV-Ray : Newsgroups : povray.binaries.images : Alum : Re: Alum Server Time
2 Dec 2023 20:28:56 EST (-0500)
  Re: Alum  
From: Samuel B 
Date: 23 Sep 2021 18:45:00
Message: <web.614d022acca1de15cb705ca46e741498@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> On 9/21/21 8:05 PM, Samuel B. wrote:
> > ... Is there a binary of povr for Windows, or am I just not seeing it?
> No, it's a linux / unix / macos only effort. I don't use windows.

Oh well. I don't blame anyone for not using Windows... Not only do we have to
pay for a license, but we're now stuck with mandatory updates whenever M$
decides it needs the community to bug test its code (which is several times a
year). (I've been thinking of eventually jumping ship to Linux. From what I
hear, compatibility with Steam games is high thanks to Proton, meaning I have
fewer reasons than ever to abandon ship.)

> Further, I only once in a while publish a tarball(1) that you currently
> have to compile yourself. (...)

Well, I won't be attempting to compile it on Windows any time soon. It would
probably require Visual Studio. I tried downloading the free version a while
back, and what an outdated, over-bloated piece of work it was, imo :S

> (Why the clamping, btw?)
> It isn't about clamping values, but rather restricting the srgb* keyword
> use to values which make sense. There is an underlying equation - and it
> runs for any input channel value - but only values in the [0..1] range
> make sense.

I'm still not sure I understand. Does the equation restrict values due to its
very nature? Or did you impose a restriction so that it doesn't produce

> > The blur is exaggerated in your render compared to mine, so perhaps the
> > performance would be more comparative with a reduced bump_size and lower +r
> > value?
> Yes, I expect you are correct.
> Attaching another image. Here playing with one of the prototype normal
> patterns in povr's bevy normal wrapper. It's kind of a non-drifting(1)
> wrinkles rotation about a specified axis (or was it toward a point...).
> Anyhow, it's perturbing/mangling the normal and for the image use a
> negative bump to intentionally 'sometimes' invert the normals. Doesn't
> represent anything real, but I think it looks neat! :-)

Lots of interesting patterns in there, but I can't help but to notice that the
bright interior reflections on the lower left portion are gone.


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