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OK. I should know this, but somehow I am baffled now.
- png image_map (on a mesh2)
- uv_mapped
- with alpha channel (for serrated borders)
- floating above a table
---> casts *straight* shadows!
Rendered in 3.7 beta 34.
I forget something, but what?
Thanks for your help!!!
--
All the best,
Thomas
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Attachments:
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Preview of image 'TT.jpg'
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Thomas de Groot wrote:
> OK. I should know this, but somehow I am baffled now.
>
> - png image_map (on a mesh2)
> - uv_mapped
> - with alpha channel (for serrated borders)
> - floating above a table
> ---> casts *straight* shadows!
>
> Rendered in 3.7 beta 34.
>
> I forget something, but what?
>
> Thanks for your help!!!
>
>
>
--
Best Regards,
Stephen
Post a reply to this message
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Thomas de Groot schrieb:
> Rendered in 3.7 beta 34.
>
> I forget something, but what?
A bug I'd say.
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clipka schrieb:
> Thomas de Groot schrieb:
>
>> Rendered in 3.7 beta 34.
>>
>> I forget something, but what?
>
> A bug I'd say.
(That is, yes, I can confirm this behavior, and no, it's not how it
should work...)
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clipka schrieb:
> clipka schrieb:
>> Thomas de Groot schrieb:
>>
>>> Rendered in 3.7 beta 34.
>>>
>>> I forget something, but what?
>>
>> A bug I'd say.
>
> (That is, yes, I can confirm this behavior, and no, it's not how it
> should work...)
... and no, much to my surprise POV-Ray 3.6.2 ain't doin' it right either.
How come it has taken so long for this one to surface? You'd think it
was some trivial everyday case. And how the **** come I've done renders
with ample such partially-transparent objects casting /proper/ shadows?
Post a reply to this message
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> clipka schrieb:
>
> ... and no, much to my surprise POV-Ray 3.6.2 ain't doin' it right
> either.
>
> How come it has taken so long for this one to surface? You'd think it was
> some trivial everyday case. And how the **** come I've done renders with
> ample such partially-transparent objects casting /proper/ shadows?
I don't know... but this happened sometimes to me with certain PNG files,
and not with others. For example, all the trasnparent PNG files I export
from Chief Architect seem to behave this way, but the ones from TORCS I used
on my last post here and other scenes, work perfectly... except if I use
filtering media or fog, of course.
--
Jaime Vives Piqueres
http://www.ignorancia.org
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Jaime Vives Piqueres schrieb:
>> clipka schrieb:
>>
>> ... and no, much to my surprise POV-Ray 3.6.2 ain't doin' it right
>> either.
>>
>> How come it has taken so long for this one to surface? You'd think it was
>> some trivial everyday case. And how the **** come I've done renders with
>> ample such partially-transparent objects casting /proper/ shadows?
>
>
> I don't know... but this happened sometimes to me with certain PNG files,
> and not with others. For example, all the trasnparent PNG files I export
> from Chief Architect seem to behave this way, but the ones from TORCS I
> used
> on my last post here and other scenes, work perfectly... except if I use
> filtering media or fog, of course.
I guess I got it.
The following construct works properly:
texture { uv_mapping pigment { image_map { ... } }
This one doesn't:
texture { pigment { uv_mapping image_map { ... } }
Note the placement of the uv_mapping statement.
I'll file an error report if nobody has done yet.
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Stephen wrote:
>>
>
>
>
Since it is a bug why not use a transparency map in the meantime?
--
Best Regards,
Stephen
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Attachments:
Download 'card01.jpg' (76 KB)
Preview of image 'card01.jpg'
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> I guess I got it.
>
> The following construct works properly:
>
> texture { uv_mapping pigment { image_map { ... } }
>
> This one doesn't:
>
> texture { pigment { uv_mapping image_map { ... } }
>
> Note the placement of the uv_mapping statement.
>
> I'll file an error report if nobody has done yet.
Didn't test it, but looking at my own scenes now, I can confirm this
finding: the ones I exported from Chief Architect where exported with
Poseray, which puts the uv_mapping inside the pigment, indeed... you're
fast, man!
--
Jaime Vives Piqueres
http://www.ignorancia.org
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Jaime Vives Piqueres schrieb:
> Didn't test it, but looking at my own scenes now, I can confirm this
> finding: the ones I exported from Chief Architect where exported with
> Poseray, which puts the uv_mapping inside the pigment, indeed... you're
> fast, man!
Yeah, I guess I am - as a matter of fact, I even finished a fix some
minutes ago, ready to be submitted to the codebase.
Wasn't such a big deal actually. Throwing out the dozen lines of code
that handled the case that's working already, in favor of five lines of
code someplace else to handle both cases in one go did the job.
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