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Hi,
I have bumped into a bug while using the cylindrical bump map feature. For
inward-facing surfaces the bumps are incorrect.
The scene below reproduces the problem. It defines two scenes:
* When clock = 0 the basic problem is shown. Here the vertical bands are
incorrect, which is very apparent due to the discontinuity at the top.
* When clock != 0 a work-around is attempted, which unfortunately fails. Now the
vertical bands are correct, but the inner horizontal bands are incorrect.
I will post the source normal images, as well as the resulting output images in
the images group.
Note, in this example it is of course possible to work-around the issue by
applying CSG. However, that is not so straightforward for the actual scene I
have in mind, as the normal isn't quite as simple. :-(
I found one very similar message in the forum:
http://news.povray.org/povray.general/thread/%3Cweb.4e3c2efc6f470711571dbe980@news.povray.org%3E/.
Here a torus bump map was used instead of cylinder bump map, but the issue is
the same. Unfortunately, there was no sign that this bug has been addressed
since then.
I am experiencing this problem in the following versions:
* The (unoffical) Mac version of POV-Ray 3.7.0
* The Mac version of POV-Ray 3.6.2
Cheers,
Erwin
#include "colors.inc"
camera {
location <1, 1, -1> * 4
angle 30
right x
up y * 3/4
look_at < 0, 0, 0>
}
light_source {
<-1, 5, -4>
color White
}
#local Torus =
torus {
1, 0.3
}
#local Cylinder =
cylinder {
<0, -0.4, 0>,
<0, 0.4, 0>, 1
}
#if (clock = 0)
// Torus with same normal everywhere
// -> Inner horizontal bands OK
// -> Inner vertical bands wrong
object {
object { Torus }
texture {
pigment { color Blue }
normal {
bump_map {
png "TestNormal0.png"
map_type 2
}
translate y * -0.5
bump_size 2
}
}
}
#else
// Torus with inverted normal on inside
// -> Inner horizontal bands wrong
// -> Inner vertical bands OK
difference {
object { Torus }
object { Cylinder }
texture {
pigment { color Red }
normal {
bump_map {
png "TestNormal0.png"
map_type 2
}
translate y * -0.5
bump_size 2
}
}
}
intersection {
object { Torus }
object { Cylinder }
texture {
pigment { color Yellow }
normal {
bump_map {
// Inverse of TestNormal0.png, i.e. Black & White reversed
png "TestNormal1.png"
map_type 2
}
translate y * -0.5
bump_size 2
}
}
}
#end
/* EOF */
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Input and output images can be found here:
http://news.povray.org/povray.binaries.images/thread/%3Cweb.5381135f322b4989a5153eaa0%40news.povray.org%3E/
Post a reply to this message
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Am 24.05.2014 23:39, schrieb Eriban:
> Hi,
>
> I have bumped into a bug while using the cylindrical bump map feature. For
> inward-facing surfaces the bumps are incorrect.
I guess this is another symptom of a long-standing bug (probably dating
back to when normal perturbations were first introduced), which has been
mentioned at least as early as 2008:
http://news.povray.org/povray.general/thread/%3Cweb.493114d0114da4434dea3830%40news.povray.org%3E/?mtop=291496
In short: Whether your POV-Ray bump maps will be inward, outward, or
even kind of "sideways" (some weird effect where the light seems to be
coming from a direction perpendicular to where it really is), is kind of
a matter of chance, and may be different for different sides of any
given object.
I do have plans to get rid of the problem some day, but I suggest to not
hold your breath.
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clipka <ano### [at] anonymousorg> wrote:
> Am 24.05.2014 23:39, schrieb Eriban:
> > I have bumped into a bug while using the cylindrical bump map feature. For
> > inward-facing surfaces the bumps are incorrect.
>
> I guess this is another symptom of a long-standing bug (probably dating
> back to when normal perturbations were first introduced), which has been
> mentioned at least as early as 2008:
>
http://news.povray.org/povray.general/thread/%3Cweb.493114d0114da4434dea3830%40news.povray.org%3E/?mtop=291496
Thanks for confirming this is a bug, and one that has not been fixed yet.
> In short: Whether your POV-Ray bump maps will be inward, outward, or
> even kind of "sideways" (some weird effect where the light seems to be
> coming from a direction perpendicular to where it really is), is kind of
> a matter of chance, and may be different for different sides of any
> given object.
That's indeed what seems to be happening.
> I do have plans to get rid of the problem some day, but I suggest to not
> hold your breath.
Okay, I was planning to use this for engraving a text. I might still do that,
because the alternative of using CSG gives hard edges, which I don't expect will
look as good (I have not yet tried it). Anyway, with a bit of luck it will not
be that obvious. I was zooming in to get a few details right when I noticed.
Cheers,
Erwin
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