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From: Nieminen Juha
Subject: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 04:15:32
Message: <38be3132@news.povray.org>
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The classic got new clothes.
I thought that since we have got lots of new cool features, why not try
them on the classic image? The image uses the following features:
- Blinn highlights
- Variable reflection
- Blurred reflection
- Photon mapping (unfortunately almost invisible)
- Radiosity (gives the overall orange tint to the image)
- Soft-glow
Total Time: 2 hours 43 minutes 12.0 seconds (9792 seconds)
Perhaps it could be used as example scene in pov 3.5?
Post a reply to this message
Attachments:
Download 'Sphere.jpg' (61 KB)
Preview of image 'Sphere.jpg'

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From: Tom Melly
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 04:26:57
Message: <38be33e1$1@news.povray.org>
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Nieminen Juha <war### [at] sarakerttunen cs tut fi> wrote in message
news:38be3132@news.povray.org...
> The classic got new clothes.
Very nice - I've often thought that "Reflecting Spheres on Chequered
Background" would make an amusing and enlightening IRTC subject.
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Nieminen Juha wrote:
> Perhaps it could be used as example scene in pov 3.5?
What's with the strange shadow lines ?
*see attached image for reference.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
Attachments:
Download 'shadow.jpg' (16 KB)
Preview of image 'shadow.jpg'

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From: Nieminen Juha
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 05:29:21
Message: <38be4281@news.povray.org>
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Ken <tyl### [at] pacbell net> wrote:
: What's with the strange shadow lines ?
Yes, it looks like the half of the gap that is closer to the camera (ie. the
normal points away from the camera) should be brighter than the other one
(normal pointing towards the camera), but they look equal in brightness.
The main light source is rotated just 20 degrees from the z-axis so it's
not that much facing the above mentioned gap half. Perhaps that is the
reason. Or perhaps there's still some strange normal bug?
Or perhaps you are talking about the white lines in the gap? I'm not
completely sure where does them come. Perhaps they are reflections from
the sphere and/or highlights. Or perhaps another normal bug?
I can post the source code if someone wants to investigate.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
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Nieminen Juha wrote:
>
> Ken <tyl### [at] pacbell net> wrote:
> : What's with the strange shadow lines ?
>
> Yes, it looks like the half of the gap that is closer to the camera (ie. the
> normal points away from the camera) should be brighter than the other one
> (normal pointing towards the camera), but they look equal in brightness.
> The main light source is rotated just 20 degrees from the z-axis so it's
> not that much facing the above mentioned gap half. Perhaps that is the
> reason. Or perhaps there's still some strange normal bug?
> Or perhaps you are talking about the white lines in the gap? I'm not
> completely sure where does them come. Perhaps they are reflections from
> the sphere and/or highlights. Or perhaps another normal bug?
>
I was thinking it might be a side effect of using the variable and/or
blurred reflection parameters.
I do know that if I rendered this as one of the example scenes that
come with the program I might be tempted to ask if it is a bug.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
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From: Simen Kvaal
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 08:27:59
Message: <38be6c5f$1@news.povray.org>
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> I can post the source code if someone wants to investigate.
Please do! The image is just lovely, and I have so much trouble with the
blurred reflection thing (can't make it fast enough and good enough results
compared to the rendering time ... this one seemed moderate in rendering
time, you see?)
Simen.
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Nieminen Juha wrote:
>- Photon mapping (unfortunately almost invisible)
>
I struggle with this phenomena a lot.
Tried making a picture of a photo floating in a white whashing-tray. The
caustics of the water are almost invisible.
When I do this in the real world in my darkroom, the caustics are very
visible. It seems the eye can adjust for brightness levels. Pov-Ray can
not.
Nathan: Is it possible to make the photon intensity variable so they are
not only visible in shaded areas but also in bright surroundings?
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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From: Nieminen Juha
Subject: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 09:13:51
Message: <38be771f@news.povray.org>
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#version unofficial MegaPov 0.4;
global_settings
{ max_trace_level 3
reflection_blur_max 2
post_process { soft_glow {1, 8} }
photons { count 10000 jitter .5 }
ambient_light 0.01
ini_option "+QR"
radiosity
{ pretrace_start 0.08
pretrace_end 0.02
count 50 // CHANGE range from 20 to 150
nearest_count 5 // CHANGE range from 3 to 10
error_bound 1 // CHANGE - range from 1 to 3 - should correspond with
pretrace_end
// 1 : pretrace_end = 0.02
// 3 : pretrace_end = 0.08
// use pretrace_start = 0.08
// you can go lower than 1, but then you probably will want
to set
// pretrace_end to 0.01, which is really slow
recursion_limit 3 // CHANGE
low_error_factor .5 // leave this
gray_threshold 0.0 // leave this
minimum_reuse 0.015 // leave this
brightness 1 // leave this
adc_bailout 0.01/2 // CHANGE - use adc_bailout = 0.01 / brightest_ambient_object
normal on
}
}
camera { location <-5,2,-4>*1.2 look_at 0 angle 35 }
light_source
{ -z*20, 1
spotlight point_at 0 radius 7 falloff 10
area_light x*5,y*5,10,10 adaptive 0
rotate <45,-20>
photons { reflection on area_light }
}
light_source
{ -z*20, <1,.7,.2>*.5
spotlight point_at 0 radius 5 falloff 7
area_light x*5,y*5,10,10 adaptive 0
rotate <30,90>
photons { reflection on area_light }
}
box { -20,20 inverse pigment { rgb x+y*.5 } finish { ambient 10 } }
sphere
{ 0,1
pigment { rgb <.5,.75,1> }
finish
{ blinn 2 metallic
reflection_min .3 reflection_max 1
reflection_blur .03 reflection_samples 50
}
interior { ior 4 }
photons { target reflection on }
}
#declare Marble1=
pigment { marble color_map { [0 rgb .5][1 rgb .6] } turbulence .6 scale .3 }
#declare Marble2=
pigment { marble color_map { [0 rgb .9][1 rgb 1] } turbulence .8 scale .3 }
#declare TileNormal=
normal
{ gradient x 1 slope_map { [0 <0,1>][.03 <1,0>][.97 <1,0>][1 <0,-1>] }
}
plane
{ y,-1
texture
{ pigment { checker pigment { Marble1 }, pigment { Marble2 rotate <30,50> } }
normal
{ average normal_map
{ [1 TileNormal]
[1 TileNormal rotate y*90]
[.4 bumps .5 scale .03]
}
}
finish
{ specular .75
reflection .5 reflection_blur .05 reflection_samples 20
}
scale 2
}
}
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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From: Ken
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 09:19:07
Message: <38BE7705.E9CF2B8C@pacbell.net>
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Nieminen Juha wrote:
>
> #version unofficial MegaPov 0.4;
I believe it would be better had you posted this in the text.scene-files
group with a short message here announcing it's location. I will let you
get away with it this time but don't let it happen again or you will be
punished.
<g>
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
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From: Tom Melly
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 10:59:18
Message: <38be8fd6@news.povray.org>
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Ken <tyl### [at] pacbell net> wrote in message
news:38BE7705.E9CF2B8C@pacbell.net...
>
>
> Nieminen Juha wrote:
> >
> > #version unofficial MegaPov 0.4;
>
> I believe it would be better had you posted this in the text.scene-files
> group with a short message here announcing it's location
Just out of curiousity (JOOC?), why is this rule in place?
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From: Ken
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 11:07:57
Message: <38BE906E.428901A2@pacbell.net>
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Tom Melly wrote:
>
> Ken <tyl### [at] pacbell net> wrote in message
> news:38BE7705.E9CF2B8C@pacbell.net...
> >
> >
> > Nieminen Juha wrote:
> > >
> > > #version unofficial MegaPov 0.4;
> >
> > I believe it would be better had you posted this in the text.scene-files
> > group with a short message here announcing it's location
>
> Just out of curiousity (JOOC?), why is this rule in place?
To help keep the groups organized. I am sure that you have noticed
that there is an enormous amount of traffic in this group. You may
remember an image from two months ago but trying to find it again
is never an easy task. If someone looks for the source for your image
it is much easier to look for it in one of the scene-files groups,
where the message volume is much lower, than it is here buried at
the bottom of a 20 message thead in this group.
Not only does it keep the groups better organized but it also helps
in finding resources by placing them in the right group to begin
with.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
Post a reply to this message
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From: Ken
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 11:14:10
Message: <38BE91E5.754FE84E@pacbell.net>
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> Not only does it keep the groups better organized but it also helps
> in finding resources by placing them in the right group to begin
> with.
P.S. There is no problem is someone wants to know for example what
texture you used on your sphere or something like that to post
a snippet of your code here as an example. However if you are
posting your entire scene file with lights and camera and
everything then it should be placed in one of the scene file
groups.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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From: Jerome
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 12:32:30
Message: <38BEA5AD.47084617@iname.com>
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I think the problem is simply that you used a normal
instead of doing it with real relief. Normals are fine in
the distance (mostly) but they don't work well up close...
Jerome
--
******************************* Jérôme M. BERGER
* Doctor Jekyll had something * mailto:ber### [at] iname com
* to Hyde... * http://www.enst.fr/~jberger
*******************************
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try adding some small surface imperfections to the surface like the polish on
a car little scratches but smaller than a carand dont have it sitting in the
mittle of a frid move the tile over a little bit and mabey put a few more off
in the shadows with focal blur
Nieminen Juha wrote:
> The classic got new clothes.
> I thought that since we have got lots of new cool features, why not try
> them on the classic image? The image uses the following features:
>
> - Blinn highlights
> - Variable reflection
> - Blurred reflection
> - Photon mapping (unfortunately almost invisible)
> - Radiosity (gives the overall orange tint to the image)
> - Soft-glow
>
> Total Time: 2 hours 43 minutes 12.0 seconds (9792 seconds)
>
> Perhaps it could be used as example scene in pov 3.5?
>
> [Image]
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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That shadow looks quite prominent, particularly to the left of the
image, I can see it on both the brown and cream tiles (bottom left).
Impressive results with the blurred reflection on the sphere, and
the radiosity makes a big difference.
--
Cheers
Steve email mailto:sjl### [at] ndirect co uk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
12:39pm up 8:56, 2 users, load average: 1.13, 1.13, 1.05
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From: David Fontaine
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 17:07:13
Message: <38BEE55F.6F572E3D@faricy.net>
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Purdy.
I think I see the photons; yellowish area on black tile at right?
--
___ ______________________________________________________
| \ |_ <dav### [at] faricy net> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"Sitting on a cornflake, waiting for the van to come" -Beatles
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From: Cheval
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 17:31:08
Message: <38beebac@news.povray.org>
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What is the machine spec for this compile time?
"Nieminen Juha" <war### [at] sarakerttunen cs tut fi> wrote in message
news:38be3132@news.povray.org...
> The classic got new clothes.
> I thought that since we have got lots of new cool features, why not try
> them on the classic image? The image uses the following features:
>
> - Blinn highlights
> - Variable reflection
> - Blurred reflection
> - Photon mapping (unfortunately almost invisible)
> - Radiosity (gives the overall orange tint to the image)
> - Soft-glow
>
> Total Time: 2 hours 43 minutes 12.0 seconds (9792 seconds)
>
> Perhaps it could be used as example scene in pov 3.5?
>
>
----------------------------------------------------------------------------
----
>
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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From: Nathan Kopp
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 20:01:02
Message: <38bf0ece@news.povray.org>
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ingo <ing### [at] home nl> wrote...
> Nathan: Is it possible to make the photon intensity variable so they are
> not only visible in shaded areas but also in bright surroundings?
The brightness of the caustics is calculated using the surface properties.
You can adjust it by adjusting the surface properties and the brightness of
the light source.
It would be technically possible to add an intensity parameter, but I
probably won't add it. It would make objects take more memory, add more
confusion to the already-complex photon settings, and create inconsistency
in the lighting model.
If you want more reflected light increasing the 'reflection' parameter of
the 'finish' should do the trick. Also, play around with the surface
normals to make sure that the caustics are what you'd expect - specifically,
make sure your normal doesn't disturb the water surface too much, or those
photons will get spread out over too large of a space and the energy will
get dispersed so much that you can't see it.
-Nathan
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From: Fabian BRAU
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 3 Mar 2000 04:58:01
Message: <38BF8CA6.4791F51B@umh.ac.be>
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Very nice an realistic!!
I really like it!
Fabian.
Nieminen Juha a écrit :
>
> The classic got new clothes.
> I thought that since we have got lots of new cool features, why not try
> them on the classic image? The image uses the following features:
>
> - Blinn highlights
> - Variable reflection
> - Blurred reflection
> - Photon mapping (unfortunately almost invisible)
> - Radiosity (gives the overall orange tint to the image)
> - Soft-glow
>
> Total Time: 2 hours 43 minutes 12.0 seconds (9792 seconds)
>
> Perhaps it could be used as example scene in pov 3.5?
>
> [Image]
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Noah A <vip### [at] powersurfr com> wrote:
: try adding some small surface imperfections to the surface like the polish on
: a car little scratches but smaller than a car
Which surface? I did this with the floor. The sphere is a polished metallic
sphere so it's supposed to be smooth.
: and dont have it sitting in the
: mittle of a frid move the tile over a little bit
Actually that's the most natural place to put it. If you put a sphere in
a floor like that and the sphere rotates even a bit, it will most probably
end on one of the intersections :)
: and mabey put a few more off in the shadows with focal blur
Sorry, I'm not completely sure if I understood this completely.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Hi Niemenen,
Since we are showcasing megapov, I added an isosurface to give a truely
bevelled surface.
Here's a small image and the code that replaces the plane in your posted
scene file.
#declare fnBevel = function {
pigment {
gradient x
colour_map {
[0 rgb 0.03]
[0.03 rgb 0]
[0.97 rgb 0]
[1 rgb 0.03]
}
}
}
isosurface {
function { y + max(fnBevel(x,0,0), fnBevel(z,0,0)) }
contained_by { box { -<10,0.1,10>, <10,0.1,10> } }
eval
texture
{ pigment { checker pigment { Marble1 }, pigment { Marble2 rotate
<30,50> } }
normal { bumps .2/2.4 scale .03 }
finish
{ specular .75
reflection .5 reflection_blur .05 reflection_samples 20
}
}
scale 2
translate -y
}
Nieminen Juha wrote:
>
> The classic got new clothes.
> I thought that since we have got lots of new cool features, why not try
> them on the classic image? The image uses the following features:
>
> - Blinn highlights
> - Variable reflection
> - Blurred reflection
> - Photon mapping (unfortunately almost invisible)
> - Radiosity (gives the overall orange tint to the image)
> - Soft-glow
>
> Total Time: 2 hours 43 minutes 12.0 seconds (9792 seconds)
>
> Perhaps it could be used as example scene in pov 3.5?
>
> [Image]
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
Attachments:
Download 'plane.jpg' (13 KB)
Preview of image 'plane.jpg'

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From: Bill DeWitt
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 3 Mar 2000 16:49:23
Message: <38c03363$1@news.povray.org>
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"Michael Andrews" <M.C### [at] reading ac uk> wrote :
>
> contained_by { box { -<10,0.1,10>, <10,0.1,10> } }
>
I can never get contained_by{ } to work, I always have to replace it
with bounded_by. Anyone know the reason?
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From: David Fontaine
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 3 Mar 2000 17:11:22
Message: <38C037DD.929BCDD7@faricy.net>
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Good floor, but the aliasing in the image you posted is quite ugly! If you let
a longer render go it would be an awesome pic.
--
___ ______________________________________________________
| \ |_ <dav### [at] faricy net> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"Sitting on a cornflake, waiting for the van to come" -Beatles
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On Fri, 3 Mar 2000 16:16:26 -0500, "Bill DeWitt"
<the### [at] earthlink net> wrote:
> I can never get contained_by{ } to work, I always have to replace it
>with bounded_by. Anyone know the reason?
Are you using MegaPOV 0.3? If yes, consider downloading 0.4.
Peter Popov
pet### [at] usa net
ICQ: 15002700
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From: Bill DeWitt
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 3 Mar 2000 17:49:30
Message: <38c0417a$1@news.povray.org>
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"Peter Popov" <pet### [at] usa net> wrote :
>
> Are you using MegaPOV 0.3? If yes, consider downloading 0.4.
>
What is really funny is that I did download 0.4 ... I simply failed to
install it...
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Ken wrote:
>
> What's with the strange shadow lines ?
>
This is just an artifact of using a normal map instead of actual geometry.
You can improve the look of the intersections by using a boxed pattern instead
of averaged gradients; but this will not get rid of the edge artifacts. For
that, I'd suggest an isosurface.
Margus
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Better?
normal{
boxed 1 slope_map{[0 <0,0>][.06 <1,0>]}
scale .5 translate (x+z)*.5
warp{repeat x}
warp{repeat z}
}
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Attachments:
Download 'sp.jpg' (14 KB)
Preview of image 'sp.jpg'

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On Sat, 04 Mar 2000 17:25:26 +0200, Margus Ramst wrote:
>This is a multi-part message in MIME format.
>--------------6549A269A67923EAA2564B2F
>Content-Type: text/plain; charset=us-ascii
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>Better?
Hey you know what that reminds me of, (_|_)
--
Cheers
Steve email mailto:sjl### [at] ndirect co uk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
1:41am up 2 days, 1:54, 3 users, load average: 1.63, 1.48, 1.20
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Margus Ramst <mar### [at] peak edu ee> writes:
> Better?
Much better!
Thomas
--
http://thomas.willhalm.de/ (includes pgp key)
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From: Peter Warren
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 15 Mar 2000 05:41:00
Message: <38cf68bc$1@news.povray.org>
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Dude
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