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Hi,
although hidden behind the red plane, parts of the blue plane can be seen
from the following location.
-------------- cut here ----------------------------
#version 3.7;
global_settings {
assumed_gamma 1.0
}
camera {
perspective
location -1 * <0, 1, 1/50000>
direction 1 * y
look_at y
}
light_source
{
<0, -1, -1>
color red 1.0 green 1.0 blue 1.0
}
plane { z, 0
pigment{
color rgb <1, 0, 0>
}
}
plane { z, 1
pigment{
color rgb <0, 0, 1>
}
finish {
ambient 1
emission 0
}
}
----------------------------------------------------
The effect was discovered on Linux kernel 4.20.2 with x86_64 GNU/Linux
architecture using POV-Ray 3.7.0.8.unofficial version but can pretty much be
reproduced on any system as far as I can tell. Accept my apologies if the
issue is already known, in which case I would be grateful for any further
hints regarding a remedy.
Regards
Wolfgang
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Am 25.01.2019 um 12:13 schrieb gnagflow:
> Hi,
> although hidden behind the red plane, parts of the blue plane can be seen
> from the following location.
This is a simple precision issue: The camera does not "see" geometry
that is too close to the camera's location (or, more precisely, the
rays' origin). With the camera being very close to the red plane, a
circular patch of it therefore disappears.
Increase the scale of your entire scene and you should be fine.
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On 1/25/19 6:13 AM, gnagflow wrote:
> Hi,
> although hidden behind the red plane, parts of the blue plane can be seen
> from the following location.
>
> -------------- cut here ----------------------------
> #version 3.7;
>
> global_settings {
> assumed_gamma 1.0
> }
>
> camera {
> perspective
> location -1 * <0, 1, 1/50000>
> direction 1 * y
> look_at y
> }
>
> light_source
> {
> <0, -1, -1>
> color red 1.0 green 1.0 blue 1.0
> }
>
> plane { z, 0
> pigment{
> color rgb <1, 0, 0>
> }
> }
>
> plane { z, 1
> pigment{
> color rgb <0, 0, 1>
> }
> finish {
> ambient 1
> emission 0
> }
> }
> ----------------------------------------------------
>
> The effect was discovered on Linux kernel 4.20.2 with x86_64 GNU/Linux
> architecture using POV-Ray 3.7.0.8.unofficial version but can pretty much be
> reproduced on any system as far as I can tell. Accept my apologies if the
> issue is already known, in which case I would be grateful for any further
> hints regarding a remedy.
>
> Regards
> Wolfgang
>
>
>
Looks to be related, by magnitude, mostly to the work going on for this
pull request:
https://github.com/POV-Ray/povray/pull/358
and two or three similar open github issues - most/all? mentioned in the
358 discussion thread as I recall.
In your case the first ray surface intersection is being ignored if it
is closer than 1e-4. FYI. I'm adding your scene to my solver/tolerance
testing scene collection.
The current - and near term - work around in your scene is to keep the
camera more than 1e-4 off/outside the red plane's surface.
A better rule of thumb though is >1e-3 outside shapes / away from
surfaces for lights, cameras and surface relationships - in the world
scene space. In some scenes with the orthographic camera & user_defined
cameras that might not be possible depending upon the scene. It's not
enough for some shapes and scene set ups, but still a decent rule of
thumb value.
My current, local, solver branch going after a set of related fixes
renders only the red plane for what it's worth. That branch is an effort
aimed at fixing/improving a largish set of accuracy issues to which this
one (pull 358 et al) is somewhat related.
Bill P.
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> This is a simple precision issue: The camera does not "see" geometry
> that is too close to the camera's location (or, more precisely, the
> rays' origin). With the camera being very close to the red plane, a
> circular patch of it therefore disappears.
>
> Increase the scale of your entire scene and you should be fine.
I was ray-tracing scenes close to the surface of the earth (but not too
close to be aproximated by a flat plane where curvature no longer matters).
Is there another way to increase the precision?
Thx
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