POV-Ray : Newsgroups : povray.general : Too many nested textures? Server Time
7 Aug 2024 07:17:41 EDT (-0400)
  Too many nested textures? (Message 1 to 5 of 5)  
From: Redbeard
Subject: Too many nested textures?
Date: 10 Nov 2001 00:19:51
Message: <3becb8f7$1@news.povray.org>
I was just doing some playing around and got the "too many nested textures"
error.  AFAIK, I only have one texture.  I have a single sphere with a partial
transparent texture and a light inside.  That's it.  But if I set
max_trace_level too high, it gives me that error as soon as it hits the object.
Sooner, if there's other objects in the scene.

Any ideas?  Or should I report this as a bug (3.5b7)?

Thanks,
Michael

--
#macro M(D,J)text{ttf"cyrvetic.ttf"D 1,0translate-J}#end#macro N(E,K)#local A=
M(E,K)light_source{-z*30rgb 1projected_through{A}}#end N("Michael"<1.6,-.2,5>)
N("Johnson"<1.9.8,5>)sphere{z*9,4pigment{gradient x+y scale 10color_map{[0 rgb
x][1rgb x+y]}sine_wave}} // (c)2001 Michael D Johnson red### [at] wvadelphianet


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From: Thorsten Froehlich
Subject: Re: Too many nested textures?
Date: 10 Nov 2001 04:42:05
Message: <3becf66d@news.povray.org>
In article <3becb8f7$1@news.povray.org> , "Redbeard" 
<red### [at] wvadelphianet> wrote:

> I was just doing some playing around and got the "too many nested textures"
> error.  AFAIK, I only have one texture.  I have a single sphere with a partial
> transparent texture and a light inside.  That's it.  But if I set
> max_trace_level too high, it gives me that error as soon as it hits the
> object. Sooner, if there's other objects in the scene.
>
> Any ideas?  Or should I report this as a bug (3.5b7)?

You know, without the scene it will be hard to guess your problem...

    Thorsten

____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


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From: Ben Chambers
Subject: Re: Too many nested textures?
Date: 12 Nov 2001 22:59:42
Message: <3bf09aae@news.povray.org>
"Redbeard" <red### [at] wvadelphianet> wrote in message
news:3becb8f7$1@news.povray.org...
> I was just doing some playing around and got the "too many nested
textures"
> error.  AFAIK, I only have one texture.  I have a single sphere with a
partial
> transparent texture and a light inside.  That's it.  But if I set
> max_trace_level too high, it gives me that error as soon as it hits the
object.
> Sooner, if there's other objects in the scene.
>
> Any ideas?  Or should I report this as a bug (3.5b7)?
>
> Thanks,
> Michael
>

Does it use reflection?  And what is the max_bailout?

...Chambers


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From: Redbeard
Subject: Re: Too many nested textures?
Date: 12 Nov 2001 23:22:13
Message: <3bf09ff5@news.povray.org>
"Thorsten Froehlich" <tho### [at] trfde> wrote in message
news:3becf66d@news.povray.org...
> In article <3becb8f7$1@news.povray.org> , "Redbeard"
> <red### [at] wvadelphianet> wrote:
>
> > I was just doing some playing around and got the "too many nested textures"
> > error.  AFAIK, I only have one texture.  I have a single sphere with a
partial
> > transparent texture and a light inside.  That's it.  But if I set
> > max_trace_level too high, it gives me that error as soon as it hits the
> > object. Sooner, if there's other objects in the scene.
> >
> > Any ideas?  Or should I report this as a bug (3.5b7)?
>
> You know, without the scene it will be hard to guess your problem...
>
Sorry... here's a minimal scene.  As you can see, it only occurs with uv mapped
textures.

#declare R = 0.81; // 0.80 succeeds
#declare UV = true; // false succeeds
#declare MTL = 51; // 50 succeeds
global_settings { max_trace_level MTL }

#declare T =
texture
{
 #if (UV) uv_mapping #end
 checker
 texture { pigment { rgb x } finish { reflection R } }
 texture { pigment { rgb y } }
}

sphere { 0, 20 texture { T } hollow }

camera { location -z * 15 look_at 0 }
light_source { <10,0,-10> rgb 1 }

Michael


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From: Redbeard
Subject: Re: Too many nested textures?
Date: 12 Nov 2001 23:23:06
Message: <3bf0a02a$1@news.povray.org>
"Ben Chambers" <bdc### [at] hotmailcom> wrote in message
news:3bf09aae@news.povray.org...
>
>
> Does it use reflection?  And what is the max_bailout?
>
> ...Chambers
>
Yes.  The default.

See my response to Thorsten's post for code.

Michael


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