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How come it doesn't cast a shadow?
"Bob H." wrote:
> Tried making one myself now.
> "artifact" across it too, lined up with the horizon, but I don't think it's in
> error.
> max_trace_level was at 15 and the camera offset from any axis. The top of the
> liquid is very prominent too but it's due to the surface tension or adhesion to
> glass I put there. Too much exaggeration and reflection possibly.
> Needs work, I know. Just showing what I got when making this same thing. I
> had put a heat wave effect near the bottom of the picture but it's an awful
> attempt.
>
> Bob
>
> [Image]
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The problem seems to be exacerbated by the use of 'filter' versus
'transmit.' I didn't play with your scene enough to render a complete image
(it is your effort after all), but I can tell you that I believe this is the
way to go. Instead of using rgbf you might try rgbt. The fog doesn't help
either, so you may wish to add a transmit value to it, too.
Good luck!
Grim
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"Thomas Lake" <tla### [at] home com> wrote in message
news:3A0DFEAC.AEE8D32A@home.com...
> How come it doesn't cast a shadow?
Oh, you're right. At least it doesn't seem to be doing so. There was one
there when the clear liquid was a red color for testing and the lights were
closer to the floor plane but all that changed. Didn't think about it on this
render. And I have caustics in there too, gone to waste. Photons are next so
I'll be forced to arrange it better anyhow.
Bob
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Hi Bob!
> Tried making one myself now.
Nice! The rainbow is a good idea. And it's not a background rainbow, is it?
What is it then?
> "artifact" across it too, lined up with the horizon, but I don't think
it's in
> error.
What else? An effect with the horizon?
> max_trace_level was at 15 and the camera offset from any axis. The top of
the
> liquid is very prominent too but it's due to the surface tension or
adhesion to
> glass I put there. Too much exaggeration and reflection possibly.
That's the game with refracting objects. At first I used a rather high
amount of reflection, too - a white object and a rendertime going through
the roof. The former times...
> Needs work, I know. Just showing what I got when making this same thing.
I
> had put a heat wave effect near the bottom of the picture but it's an
awful
> attempt.
It is a bit strange effect - the heat wave. How did you make it? a plane
with a gradient y decreasing normal-turbulence?
cukk
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Hi Grim!
> The problem seems to be exacerbated by the use of 'filter' versus
> 'transmit.' I didn't play with your scene enough to render a complete
image
> (it is your effort after all), but I can tell you that I believe this is
the
> way to go. Instead of using rgbf you might try rgbt. The fog doesn't help
> either, so you may wish to add a transmit value to it, too.
But it even appears without filter nor transmit. Somehow the normal in that
region is not right, causing the rays to refract the wrong way. But you can
see the error even just with a strange shading
> Good luck!
Thanks
cukk
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"KalleK" <kal### [at] gmx de> wrote in message news:3a12d809@news.povray.org...
> Nice! The rainbow is a good idea. And it's not a background rainbow, is it?
> What is it then?
A rainbow { }. The POV-Ray kind. Seems to be overlooked a lot that one exists
in POV-Ray. Maybe because it's one of those not-so-easy to control sort of
things. At least not right away.
> > "artifact" across it too, lined up with the horizon, but I don't think
> it's in
> > error.
> What else? An effect with the horizon?
Effect of refraction, I'd say, of the horizon. I think I used too much
transmit in my glass and liquid too though.
> It is a bit strange effect - the heat wave. How did you make it? a plane
> with a gradient y decreasing normal-turbulence?
Good guess. A ior 1.01 too. I used it in the final material { } which had a
texture {texture_map{}} because of not knowing any way to do a material_map.
material_map, as you might know, is not a map made up of material { }
statements.
Bob
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I have since made another render of my attempt at a Galileo Thermometer with
the floor plane clipped to a small size and found that the lathe does indeed
continue to produce the artifact. The camera has always been offset from any
axis and yet it still persists, probably until the camera is completely
non-parallel with any point along the lathe height, but I haven't checked.
Sorry if I sounded argumentive before. I was going on what I experienced
before and figured it was either a case of point placements of spline (it might
still be only cubic_spline doing it, I just don't know, sturm isn't used at all
for it, only the quadratic_spline I think) or axis-aligned camera.
Looked at the bugreport group about what Thomas Willhalm had said and I guess
there was never any fix found or produced.
Bob
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Bob it may be worth posting your code so that we can see if the
problem can be reproduced on other systems, or even find a
solution.
--
Cheers
Steve email mailto:ste### [at] zeropps uklinux net
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
3:12pm up 37 days, 17:35, 2 users, load average: 0.99, 0.98, 0.99
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"Steve" <ste### [at] zeropps uklinux net> wrote in message
news:slr### [at] zero-pps localdomain...
> Bob it may be worth posting your code so that we can see if the
> problem can be reproduced on other systems, or even find a
> solution.
Well, I found that going with a quadratic_spline instead of cubic_spline appears to
almost fix it completely
when sturm is used.
Just now getting back here to post a reply and now I have to leave again.
The pov script was put at povray.scenes.text-files yesterday as if anyone sees this
message try replacing the
cubic_spline type with the quadratic_spline and uncomment the sturm keywords. The
shape has to be adjusted for
but it seems to be the answer. Almost but not quite maybe. I think it might still be
susceptible to problems.
I haven't tried a sor yet.
Bob
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"Bob H." wrote:
> I haven't tried a sor yet.
For the record I have had this problem more times with a SOR object
than I have had with lathes. I have pretty much given up on SORs
altogether because of this.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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