POV-Ray : Newsgroups : povray.binaries.images : Differently rendered texture MegaPOV/PovRay Server Time
3 Oct 2024 13:22:55 EDT (-0400)
  Differently rendered texture MegaPOV/PovRay (Message 1 to 3 of 3)  
From: Sander
Subject: Differently rendered texture MegaPOV/PovRay
Date: 20 Jan 2000 10:26:16
Message: <38872918@news.povray.org>
I am just beginning to use MegaPOV and there is already my first problem:
Why differs the texture T_Stone22 in MegaPOV from the texture in POV-Ray?
What do I miss? Is this something general?
<begin code>
///==============================
#include "stones1.inc"
global_settings { assumed_gamma 2.2 }
camera {
    location    <0, 4, -7>
    look_at     0
    angle       45
  }
light_source{<20,20,0>color rgb 1 }
light_source{<-20,20,-20>color rgb 1 }
light_source{<-30,20,-20>color rgb .5 }
box{-1,1 texture{T_Stone22} rotate y*30}
///==============================
<end code>
--
Regards,
Sander


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Attachments:
Download 'MPStone2.jpg' (14 KB)

Preview of image 'MPStone2.jpg'
MPStone2.jpg


 

From: Fabian Brau
Subject: Re: Differently rendered texture MegaPOV/PovRay
Date: 20 Jan 2000 10:58:39
Message: <38873174.45D9B796@umh.ac.be>
Official Povray treat filter as transmit in layered texture. Nathan
think that this was a bug (and I am ok with this) so he corrected
this. So either you change all the rgbf into rgbt in all the textures 
or you simply put #version 3.1 inside your block object:

object{
  my_object
  #version 3.1;
  texture { T_Wood35 }
}                

if you want to use the new feature of megapov (filtering layered
texture)
either you don't put #version 3.1 or:

object{
  my_object
  #version 3.1;
  texture { T_Wood35 }
  #version 3.14159;  // go back to using filtered layers
}     

Fabian.
           
Sander wrote:
> 
> I am just beginning to use MegaPOV and there is already my first problem:
> Why differs the texture T_Stone22 in MegaPOV from the texture in POV-Ray?
> What do I miss? Is this something general?
> <begin code>
> ///==============================
> #include "stones1.inc"
> global_settings { assumed_gamma 2.2 }
> camera {
>     location    <0, 4, -7>
>     look_at     0
>     angle       45
>   }
> light_source{<20,20,0>color rgb 1 }
> light_source{<-20,20,-20>color rgb 1 }
> light_source{<-30,20,-20>color rgb .5 }
> box{-1,1 texture{T_Stone22} rotate y*30}
> ///==============================
> <end code>
> --
> Regards,
> Sander
> 
>  [Image]


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From: Sander
Subject: Re: Differently rendered texture MegaPOV/PovRay
Date: 20 Jan 2000 14:38:24
Message: <38876430@news.povray.org>
Thank you! It works ("of course", you say). What a clever chap, that Nathan
Kopp...
I guess I *must* read his examples, first.
--
Regards,
Sander


Fabian Brau <fab### [at] umhacbe> schreef in berichtnieuws
38873174.45D9B796@umh.ac.be...
> Official Povray treat filter as transmit in layered texture. Nathan
> think that this was a bug (and I am ok with this) so he corrected
> this. So either you change all the rgbf into rgbt in all the textures
> or you simply put #version 3.1 inside your block object:
> if you want to use the new feature of megapov (filtering layered
> texture)
> either you don't put #version 3.1 or:
>
> Fabian.
>


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