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See attached pic. Notice the superellipsoid doesn't show up?
How can I fix this without changing the lighting of the scene dramatically?
Code follows.
//
#version unofficial MegaPOV 0.5;
global_settings { assumed_gamma 2.2 radiosity {}
photons{count 40000 autostop 0 jitter .4}
}
#include "colors.inc"
#include "textures.inc"
#include "woods.inc"
#include "metals.inc"
#include "stones.inc"
#include "glass.inc"
#declare A=<0,60,0>;
#declare B=<-50,50,-30>;
#declare Random=seed(tick_count)
camera {
location B
look_at
<0,0,0>}
light_source {
<-50,51,-30>
//notice the light is to the far left, but shows up the most on the right
side of the floor.
color White*1.5
//area_light <-20,0,-20>,<20,0,20>,5,5
//photons { refraction on reflection on}
}
#declare Row = union {
#declare Count = 0;
#while (Count < 10)
height_field{
tga "HFTest"
translate -.5
scale <10,.5,80>
texture{
//image_map {tga "HFTest"}
T_Wood10 //turbulence .1
translate Count*rand(Random)*4*<1,1,1>
rotate z*rand(Random)*20
normal {
bump_map {tga "HFTest"}}
finish{phong .3 phong_size 20}}
translate -2.25*y translate z*80.3*Count
}
#declare Count = Count + 1;
#end
}//end row union
#declare Planks1 = union {
#declare Count = 0;
#while (Count < 5)
object {Row translate <20.1*Count,0,40>}
object {Row translate <10,0,0> translate <20.1*Count,0,0>}
#declare Count = Count + 1;
#end
}//end Planks1 union
#declare Wall =
height_field{
tga "HFTest2"
translate -.5
scale <500,.3,500>
texture{
pigment {White}
}
}
// and here's the problem piece .... why doesn't it show up?
superellipsoid {
<0,0> scale <1,3,100> translate <40,1,0>
texture {T_Wood1}
finish {phong 1 phong_size 300}
}
object {Planks1 translate <-50,0,-50>}
object {Wall rotate <0,0,90> translate <50,-30,50>}
Post a reply to this message
Attachments:
Download 'HFTest2.bmp.dat' (226 KB)
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CreeD wrote:
>
[...]
> // and here's the problem piece .... why doesn't it show up?
> superellipsoid {
> <0,0> scale <1,3,100> translate <40,1,0>
> texture {T_Wood1}
> finish {phong 1 phong_size 300}
> }
I think the parameters of the superellipsoid must not be 0.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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Don't mean to be bitchy, but it's a good idea to strip your code for all
unnecessary parts when you try to find what's wrong. If you still don't find
it, posting a minimum scene makes it easier for the people here to help you.
Also, jpg is preferred..
--
ICQ 74734588
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In article <01c01690$aa7b8fa0$ae1ba1d0@mk>, "CreeD" <meshe@nqi.net>
wrote:
> See attached pic. Notice the superellipsoid doesn't show up?
> How can I fix this without changing the lighting of the scene
> dramatically?
As someone else mentioned, that is a lot of code to demonstrate a simple
problem. You could have trimmed it down to a simple checkered plane and
your superellipsoid.
As for your problem:
superellipsoid {<0, 0>
This may be a problem later. According to the POV-Ray documentation,
"The roundedness value Round determines the roundedness of the edges and
has to be greater than zero and smaller than one."
This isn't your real problem, though. The problem is here:
texture {T_Wood1}
finish {phong 1 phong_size 300} <---this makes a new texture layer!
I assume you tried to change the finish of the T_Wood1 texture, but what
you really did was make a layered texture, putting a different finish on
the second layer, which used the default texture for it's pigment and
normal. Since the default pigment is opaque black, your superellipsoid's
wood texture gets covered up with a black texture using the finish you
specified.
To change the finish of the T_Wood1 texture, you need to put the new
finish *inside* the texture block:
texture {T_Wood1
finish {phong 1 phong_size 300}
}
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Chris Huff wrote:
>
> As for your problem:
> superellipsoid {<0, 0>
>
> This may be a problem later. According to the POV-Ray documentation,
> "The roundedness value Round determines the roundedness of the edges and
> has to be greater than zero and smaller than one."
> This isn't your real problem, though. The problem is here:
>
> texture {T_Wood1}
> finish {phong 1 phong_size 300} <---this makes a new texture layer!
>
> I assume you tried to change the finish of the T_Wood1 texture, but what
> you really did was make a layered texture, putting a different finish on
> the second layer, which used the default texture for it's pigment and
> normal. Since the default pigment is opaque black, your superellipsoid's
> wood texture gets covered up with a black texture using the finish you
> specified.
> To change the finish of the T_Wood1 texture, you need to put the new
> finish *inside* the texture block:
> texture {T_Wood1
> finish {phong 1 phong_size 300}
> }
>
I first thought you were right, but with
superellipsoid {
<0,0>
scale <1,3,100> translate <40,1,0>
texture {T_Wood1
finish {phong 1 phong_size 300}
}
}
it stays black because of the the zero parameters. It doesn't matter in the
end, because both things should be changed.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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that one heafty light problem.....
Rick
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In article <01c01690$aa7b8fa0$ae1ba1d0@mk>, "CreeD" <meshe@nqi.net>
wrote:
> See attached pic.
Yes, I see it. One tiny bit at a time. :-)
Please don't post .bmp files, use JPEG files instead. I was able to get
this 228K .bmp down to 9.1K with little noticeable degradation, and down
to about 5K while still quite clearly showing your problem.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Sigmund Kyrre Aas <sig### [at] kyrrenet> wrote in article
<39B3F22C.31802C44@kyrre.net>...
> Don't mean to be bitchy, but it's a good idea to strip your code for all
> unnecessary parts when you try to find what's wrong. If you still don't
find
> it, posting a minimum scene makes it easier for the people here to help
you.
> Also, jpg is preferred..
I don't take it personally.
Believe it or not, that was sorta stripped down, but I guess I could have
gone further.
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> To change the finish of the T_Wood1 texture, you need to put the new
> finish *inside* the texture block:
> texture {T_Wood1
> finish {phong 1 phong_size 300}
all I can say is,
"aaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhhhhhh."
Thank you.
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