POV-Ray : Newsgroups : povray.binaries.images : Glitch in 3.7b3? Server Time
8 Aug 2024 18:18:04 EDT (-0400)
  Glitch in 3.7b3? (Message 1 to 1 of 1)  
From: Bent
Subject: Glitch in 3.7b3?
Date: 4 May 2005 23:45:01
Message: <web.4279963df816ca24b605db230@news.povray.org>
I've been getting very strange unaccountable artefacts when rendering
certain scenes in 3.7b3 (not SSE2).  The artefacts do not show up when I
render them with 3.61a, so I'm pretty sure that the cause lies in 3.7b3.
Both scenes are modified versions of sample files included in the
/interior/ directory.
Also, both were rendered (in both versions) on the [640x480, AA 0.3] mode of
the default INI, with the command line:
+FN16 +AM1 +A0.3 +R3
[along with a +O command to redirect the output]

I've attached (glitch1) rendered in 3.7b3... (sorry about the long post...)

The two scenes are:


(glitch1)

// Persistence Of Vision raytracer version 3.5 sample file.
// File by Dieter Bayer
// This scene shows fog with filter and transmittance.
//
// -w320 -h240
// -w800 -h600 +a0.3

global_settings { assumed_gamma 2.2 }

#include "colors.inc"

camera {
   location  <0, 20, -100>
   direction <0,  0,    1>
   up        <0,  1,    0>
   right   <4/3,  0,    0>
}
background { colour SkyBlue }


// Filtering fog with transmittance threshold
fog {colour rgbft<-55.3, .5, 0.2, 5.0, .1> distance 150 fog_alt -20 fog_type
2 turbulence <.3,.5,.4> up <-3,2,.5>}

// Put down the beloved famous raytrace green/yellow checkered floor
plane { y, -10
   pigment {
      checker colour Yellow colour Green
      scale 20
   }
   finish {
      ambient 0.2
      diffuse 0.8
   }
}

sphere { <0, 25, 0>, 40
   pigment {Red}
   finish {
      ambient 0.2
      diffuse 0.6
      phong 1.0
      phong_size 20
   }
}

sphere { <-100, 150, 200>,  20
   pigment {Green}
   finish {
      ambient 0.2
      diffuse 0.6
      phong 1.0
      phong_size 20
   }
}

sphere { <100, 25, 100>, 30
   pigment {Blue}
   finish {
      ambient 0.2
      diffuse 0.6
      phong 1.0
      phong_size 20
   }
}

light_source {<100, 120, 40> colour White}






(glitch2)

// Persistence Of Vision raytracer version 3.5 sample file.
// Magnifying glass created using POV-Ray's refraction.
// A convex lens created with CSG
// (and something to view through it)
// This example doesn't work very well, but it gives a good
// starting point for a better use of the magnifying glass.
//
// -w320 -h240
// -w800 -h600 +a0.3

global_settings { assumed_gamma 2.2 }

#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
#include "glass.inc"
#include "consts.inc"                  // Index of refraction constants

camera {
   location <0.0, 2, -10>
   direction <0.0, 0.0, 1>
   angle 40
   up  <0.0, 1.0, 0.0>
   right <4/3, 0.0, 0.0>
   look_at <0, 0, 0>
}

light_source { <30, 50, -50> color White }

light_source { <-30, 10, 20> color Gray50 }

fog { color Gray50 distance 200 }  // This fog reaches max density at 200z

// Background sphere
/*sphere { <0, 0, 0>, 1
     hollow on
     finish { crand 0.015 }
     pigment {
        gradient y
        color_map {
            [0.0 1.0 color Gray80 color Gray30]
        }
        scale 10000
    }
}       */

// A lens.  This uses the Ellipsoid quadric to make it independantly
// scalable, but it would be faster to use spheres.
// It is designed "sideways" so you can see the thickness.
// It is then rotated 90o on Y so the viewer is looking through the lens.
#declare Lens_Thickness = 0.35;
#declare Lens_Diameter = 1.5;

#declare Lens =
intersection {
   sphere { <0, 0, 0>, 1.5 translate <0.75, 0, 0> }
   sphere { <0, 0, 0>, 1.5 translate <-0.75, 0, 0> }

   interior{ior 1.01 caustics 20 fade_power 3 fade_distance 20 fade_color .5
dispersion_samples 20}
   texture {
       T_Glass3
       finish {
          specular 0 phong 0 //reflection {-1,-2 exponent 1}
 // Over-ride reflection
       }
   }

   scale <Lens_Thickness, Lens_Diameter, Lens_Diameter>
}

#declare Lens2 =
intersection {
   sphere { <0, 0, 0>, 1.5 translate <0.75, 0, 0> }
   sphere { <0, 0, 0>, 1.5 translate <-0.75, 0, 0> }

   interior{ior 1.5 caustics 20 fade_power 3 dispersion 2 fade_distance 20
fade_color <.4,.8,-.2> dispersion_samples 20}
   texture {
       pigment{rgbft<.7,.8,.6,-.1,1.6>}
       finish {
          specular 0 phong 0 //reflection {-1,-2 exponent 1}
 // Over-ride reflection
       }
   }

   scale <Lens_Thickness, Lens_Diameter, Lens_Diameter>
}

plane { y, -4
    pigment {
       checker color HuntersGreen color SummerSky
       scale <3, 1, 3>
    }
    finish {
       ambient 0.2
       diffuse 0.6 metallic 5
       reflection {.5,-.1 exponent 10 metallic -20}
    }
}

object { Lens rotate <-10,70,5> }
//object { Lens2 rotate <-10,70,5> translate 4*z+1.5*y+1.2*x }

// A sphere in the distance
//sphere { <3, 1, 30>, 2 finish {Phong_Shiny} pigment {Orange} }

/*object { Cylinder_X
   finish {
      Phong_Shiny
      ambient 0.25
      diffuse 0.6
   }
   pigment {
      granite
      scale 2
   }

    rotate -75*y
    translate <0 ,-3, 25>
}       */



(I've included the commented lines just in case they have anything to do
with it- though I really doubt it.)


The technical stuff: Windows 2000 Professional SP4 on a Pentium II with
256MB of RAM - No GUI-extensions - 2 threads

Bent


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Attachments:
Download 'glitch1a.png' (605 KB)

Preview of image 'glitch1a.png'
glitch1a.png


 

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