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From: Hasan3
Subject: Mesh2 shadow problem...
Date: 21 Nov 2006 03:10:00
Message: <web.4562b32dcbcd599df50fb4000@news.povray.org>
Hi,
There is a problem at the mesh2 object. shadow of the surface is flat. it
must be smooth. isn't it? (Sphere is made wings3d.) Source:
Regards.
Hasan


// Exported from Wings 3D 0.98.35

global_settings {
  ambient_light <0.000000, 0.000000, 0.000000>
// radiosity (global illumination) settings

  radiosity {
    pretrace_start 0.08           // start pretrace at this size
    pretrace_end   0.04           // end pretrace at this size
    count 35                      // higher -> higher quality (1..1600) [35]
    nearest_count 5               // higher -> higher quality (1..10) [5]
    error_bound 1.8               // higher -> smoother, less accurate [1.8]
    recursion_limit 3             // how much interreflections are
calculated (1..5+) [3]
    low_error_factor .5           // reduce error_bound during last pretrace
step
    gray_threshold 0.0            // increase for weakening colors (0..1)
[0]
    minimum_reuse 0.015           // reuse of old radiosity samples [0.015]
    brightness 1                  // brightness of radiosity effects (0..1)
[1]

    adc_bailout 0.01/2
    //normal on                   // take surface normals into account [off]
    //media on                    // take media into account [off]
    //save_file "file_name"       // save radiosity data
    //load_file "file_name"       // load saved radiosity data
    //always_sample off           // turn sampling in final trace off [on]
    //max_sample 1.0              // maximum brightness of samples
  }

}

camera {
  perspective
  location <5.1268510564, 3.3809460939, 5.1268510564>
  right < -1.33333, 0, 0>
  look_at <0.0000000000, 0.0000000000, 0.0000000000>
  angle 45.0000
}
light_source {
  <-5.23685, 3.38095 6.12085>
  rgb <0.700000, 0.700000, 0.700000>
  parallel
  point_at <0.00000e+0, 0.00000e+0, 0.00000e+0>
  media_interaction
}


sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.0 rgb <0.6,0.7,1.0>]
      [0.7 rgb <0.0,0.1,0.8>]
    }
  }
}

#declare default_WingsMat =
  texture{
      pigment{ rgbf <1.00000, 1.00000, 1.00000, 0.00000e+0>}
      finish{
        ambient rgb <1.00000, 1.00000, 1.00000>
        diffuse 0.600000
        brilliance 1.00000
        specular 0.500000 roughness 0.100000
        }
}

#declare sphere1 = mesh2 {
vertex_vectors
{114,<0.382683,0.923880,0.00000e+0>,<0.353553,0.923880,0.146447>,<0.270598,0.923880,0.270598>,<0.146447,0.923880,0.3535
53>,<2.34318e-17,0.923880,0.382683>,<-0.146447,0.923880,0.353553>,<-0.270598,0.923880,0.270598>,<-0.353553,0.923880,0.1
46447>,<-0.382683,0.923880,4.68637e-17>,<-0.353553,0.923880,-0.146447>,<-0.270598,0.923880,-0.270598>,<-0.146447,0.9238
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.707107,0.653281>,<4.32964e-17,0.707107,0.707107>,<-0.270598,0.707107,0.653281>,<-0.500000,0.707107,0.500000>,<-0.65328
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.270598,0.707107,-0.653281>,<-1.29889e-16,0.707107,-0.707107>,<0.270598,0.707107,-0.653281>,<0.500000,0.707107,-0.50000
0>,<0.653281,0.707107,-0.270598>,<0.923880,0.382683,0.00000e+0>,<0.853553,0.382683,0.353553>,<0.653281,0.382683,0.65328
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7>,<-0.270598,-0.923880,-0.270598>,<-0.146447,-0.923880,-0.353553>,<-7.02955e-17,-0.923880,-0.382683>,<0.146447,-0.9238
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,-1.00000,0.00000e+0>}
normal_vectors
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>,<0.381845,6.61589e-2,-0.921855>,<0.705558,-6.61589e-2,-0.705558>,<0.923880,-3.84438e-17,-0.382683>,<0.933924,-0.35665
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-1.00000,-6.23939e-17>}
texture_list { 1,
 texture { default_WingsMat }
}
face_indices
{224,<0,16,15>,0,<0,112,1>,0,<1,17,16>,0,<1,112,2>,0,<2,3,19>,0,<2,18,17>,0,<2,112,3>,0,<3,4,20>,0,<3,112,4>,0,<4,112,5
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normal_indices
{224,<0,16,15>,<0,112,1>,<1,17,16>,<1,112,2>,<2,3,19>,<2,18,17>,<2,112,3>,<3,4,20>,<3,112,4>,<4,112,5>,<5,20,4>,<5,21,2
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43,59,58>,<44,43,27>,<44,60,59>,<45,29,30>,<45,44,28>,<45,61,44>,<46,47,63>,<46,62,61>,<47,32,48>,<47,46,30>,<48,32,33>
,<48,63,47>,<49,50,66>,<49,65,64>,<50,49,33>,<51,50,34>,<51,52,68>,<51,67,66>,<52,51,35>,<52,53,69>,<54,53,37>,<54,70,6
9>,<55,54,38>,<55,71,70>,<56,57,73>,<56,71,55>,<56,72,71>,<57,58,74>,<58,42,43>,<58,57,41>,<58,59,75>,<59,43,44>,<59,60
,76>,<60,61,77>,<61,45,46>,<61,60,44>,<62,63,79>,<62,78,77>,<63,48,64>,<63,62,46>,<64,48,49>,<64,79,63>,<64,80,95>,<65,
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9,68,52>,<69,70,86>,<70,54,55>,<71,86,70>,<71,87,86>,<72,73,89>,<72,87,71>,<72,88,87>,<73,72,56>,<73,74,90>,<74,73,57>,
<75,74,58>,<75,91,90>,<76,75,59>,<76,92,91>,<77,61,62>,<77,76,60>,<77,93,92>,<78,94,77>,<79,78,62>,<79,95,94>,<80,64,65
>,<80,96,111>,<81,97,96>,<82,81,65>,<82,98,81>,<83,98,82>,<83,99,98>,<84,85,101>,<84,99,83>,<84,100,99>,<85,84,68>,<85,
86,102>,<86,85,69>,<87,102,86>,<87,103,102>,<88,89,105>,<88,103,87>,<88,104,103>,<89,88,72>,<89,90,106>,<90,74,75>,<90,
89,73>,<91,75,76>,<91,107,106>,<92,76,77>,<92,108,107>,<93,109,108>,<94,78,79>,<94,93,77>,<94,110,93>,<95,79,64>,<95,11
1,110>,<96,80,81>,<96,113,111>,<97,113,96>,<98,97,81>,<98,113,97>,<99,113,98>,<100,113,99>,<101,100,84>,<101,113,100>,<
102,101,85>,<102,113,101>,<103,113,102>,<104,113,103>,<105,104,88>,<105,113,104>,<106,90,91>,<106,105,89>,<106,113,105>
,<107,91,92>,<107,113,106>,<108,92,93>,<108,113,107>,<109,113,108>,<110,94,95>,<110,109,93>,<110,113,109>,<111,95,80>,<
111,113,110>}
}
sphere1


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From: Thomas de Groot
Subject: Re: Mesh2 shadow problem...
Date: 21 Nov 2006 03:48:52
Message: <4562bd74$1@news.povray.org>
"Hasan3" <PRO### [at] Yahoocom> schreef in bericht 
news:web.4562b32dcbcd599df50fb4000@news.povray.org...
> Hi,
> There is a problem at the mesh2 object. shadow of the surface is flat. it
> must be smooth. isn't it? (Sphere is made wings3d.) Source:
> Regards.
> Hasan
>

Hasan,
Looking at your image, I think that the sphere needs a couple of 
subdivisions more. Have you tried that, by applying smooth a couple of 
times?

Thomas


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From: zorglub
Subject: Re: Mesh2 shadow problem...
Date: 21 Nov 2006 04:13:18
Message: <4562c32e$1@news.povray.org>

> Hi,
> There is a problem at the mesh2 object. shadow of the surface is flat. it
> must be smooth. isn't it? (Sphere is made wings3d.) Source:
> Regards.
> Hasan

This problem is describe in the official documentation at :
"2.4.8  The shadow line artifact"


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From: Florian Brucker
Subject: Re: Mesh2 shadow problem...
Date: 21 Nov 2006 04:15:21
Message: <4562c3a9@news.povray.org>
Looks like smooth triangle artifacts:

	http://tag.povray.org/povQandT/SmoothTriangleArtifact/index.html


HTH,
Florian


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From: Hasan3
Subject: Re: Mesh2 shadow problem...
Date: 21 Nov 2006 04:45:01
Message: <web.4562c9e1aedcdc51f50fb4000@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:

> Hasan,
> Looking at your image, I think that the sphere needs a couple of
> subdivisions more. Have you tried that, by applying smooth a couple of
> times?
>
> Thomas

Thomas, right, more subdivision solve this problem, but it creates extra
unnecessery vertex points. is there another way?


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From: Thomas de Groot
Subject: Re: Mesh2 shadow problem...
Date: 21 Nov 2006 08:14:10
Message: <4562fba2$1@news.povray.org>
"Hasan3" <PRO### [at] Yahoocom> schreef in bericht 
news:web.4562c9e1aedcdc51f50fb4000@news.povray.org...
>
> Thomas, right, more subdivision solve this problem, but it creates extra
> unnecessery vertex points. is there another way?
>

Well, in addition, there might be the problem mentioned by zorglub and 
Florian. Have a look at the mentioned documentation.

Thomas


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From: Warp
Subject: Re: Mesh2 shadow problem...
Date: 21 Nov 2006 08:31:41
Message: <4562ffbd$1@news.povray.org>
Florian Brucker wrote:
> Looks like smooth triangle artifacts:
> 
> 	http://tag.povray.org/povQandT/SmoothTriangleArtifact/index.html

  No, that's not it. The correct url is:

http://tag.povray.org/povQandT/TheShadowLineArtifact/index.html


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From: Florian Brucker
Subject: Re: Mesh2 shadow problem...
Date: 21 Nov 2006 08:37:06
Message: <45630102$1@news.povray.org>
> Florian Brucker wrote:
>> Looks like smooth triangle artifacts:
> 
>   No, that's not it. The correct url is:
> 
> http://tag.povray.org/povQandT/TheShadowLineArtifact/index.html

Ah, OK. Thanks for pointing that out.


Regards,
Florian


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From: Rarius
Subject: Re: Mesh2 shadow problem...
Date: 21 Nov 2006 11:27:46
Message: <45632902$1@news.povray.org>
How about replacing the mesh with

    sphere{0, 1}

In all seriousness, POVRay SDL is extremely powerful and renders MUCH faster 
than meshes!

Rarius

"Hasan3" <PRO### [at] Yahoocom> wrote in message 
news:web.4562c9e1aedcdc51f50fb4000@news.povray.org...
> "Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
>
>> Hasan,
>> Looking at your image, I think that the sphere needs a couple of
>> subdivisions more. Have you tried that, by applying smooth a couple of
>> times?
>>
>> Thomas
>
> Thomas, right, more subdivision solve this problem, but it creates extra
> unnecessery vertex points. is there another way?
>


Post a reply to this message

From: Hasan3
Subject: Re: Mesh2 shadow problem...
Date: 21 Nov 2006 15:40:00
Message: <web.45636351aedcdc5124db0b270@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> Florian Brucker wrote:
> > Looks like smooth triangle artifacts:
> >
> >  http://tag.povray.org/povQandT/SmoothTriangleArtifact/index.html
>
>   No, that's not it. The correct url is:
>
> http://tag.povray.org/povQandT/TheShadowLineArtifact/index.html

Warp, thanks, I will read this article...
Regards.

Hasan


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