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From: JRG
Subject: Hmm... bug concerning radiosity, fresnel reflections, layered textures and intersecting objects...
Date: 31 Aug 2002 18:13:39
Message: <3d713f93@news.povray.org>
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...at the price of one.
Render this simple, dull scene. Can you notice those nice blue patches everywhere?
It is a real puzzle which shows only in certain conditions.
Turn off one of the flags at will and the problem will disappear.
Sorry if this is a known bug (or if it's not a bug at all of course :-).
#version 3.5;
global_settings {
radiosity { recursion_limit 2 }
ambient_light 0
}
box {-1,1
scale 12
pigment {rgb 1}
}
light_source {
<0,2,0>
rgb 0.7
}
#declare IOR = true;
#declare FRESNEL = true;
#declare CONSERVE_ENERGY = true;
#declare LAYERED_TEX = true;
#declare INTERSECTING_SPHERES = true;
#declare glass_mat =
material {
#if (LAYERED_TEX)
texture {pigment {rgbf 1}}
#end
texture {
pigment {
rgbf 1
}
finish {
reflection {0.2,1
#if (FRESNEL) fresnel on #end}
#if (CONSERVE_ENERGY) conserve_energy #end
} }
interior {
#if (IOR) ior 1.5 #end
}
}
union {
#if (INTERSECTING_SPHERES)
sphere {
-x/2,1}
sphere {
x/2, 1}
#else
sphere {
-x, 1}
sphere {
x, 1}
#end
material {
glass_mat}
}
camera {location <0,8,-8> look_at 0 angle 80}
//----end of code
--
Jonathan.
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From: JRG
Subject: Re: Hmm... bug concerning radiosity, fresnel reflections, layered textures and intersecting objects...
Date: 3 Sep 2002 17:58:07
Message: <3d75306f$1@news.povray.org>
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No one confirms? I must be mad then.
Well, nevermind... you will never come across this one
--
Jonathan.
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I had passed this message so quickly before I meant to go back to it and
copy/paste into POV and it got skipped.
The blue coloration is a real curiosity alright. Found that gray_threshold 1
in radiosity clears it up, so maybe there's a glitch in that. I really have
no idea though.
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On Tue, 3 Sep 2002 17:19:23 -0500, hughes b <omn### [at] charternet> wrote:
> I had passed this message so quickly before I meant to go back to it and
> copy/paste into POV and it got skipped.
>
> The blue coloration is a real curiosity alright. Found that gray_threshold 1
> in radiosity clears it up, so maybe there's a glitch in that. I really have
> no idea though.
I use binary compiled with ICC and I noticed this when using the
lightsys stuffs:
#debug concat(" lct: ", vstr(3, lct, " ", 0, 3), "\n")
#local lct2=vnormalize((lct/REF_WHITE))*3;
#debug concat(" lct2 #1: ", vstr(3, lct2, " ", 0, 3), "\n")
#local lct2=lct2+(COLOR_FILTER.gray)-COLOR_FILTER;
^^^^^^^^^^^^^^^^^^^
#debug concat(" lct2 #2: ", vstr(3, lct2, " ", 0, 3), "\n")
#local Light_Color=(lct2*(lm/MAX_LUMENS)*lm);
#debug concat(" Light_Color: ", vstr(3, Light_Color, " ", 0, 3), "\n")
now when I include it, I get:
lct: 1.000 0.459 0.060
lct2 #1: 2.626 1.435 0.212
lct2 #2: 2.399 1.208 -0.015
^^^^^^
Light_Color: 4317.879 2174.049 -26.481
lct: 1.000 0.538 0.077
lct2 #1: 2.516 1.613 0.260
lct2 #2: 2.289 1.386 0.033
Light_Color: 4120.097 2494.310 60.007
...
that negative value for blue causes evil blue areas into the picture
(lightsys.pov).
now, when I change
#local lct2=lct2+(COLOR_FILTER.gray)-COLOR_FILTER;
to
#local lct2=lct2+ COLOR_FILTER.gray -COLOR_FILTER;
I get the same as with the official povray 3.5:
lct: 1.000 0.459 0.060
lct2 #1: 2.626 1.435 0.212
lct2 #2: 2.626 1.435 0.212
Light_Color: 4726.759 2582.928 382.399
lct: 1.000 0.538 0.077
lct2 #1: 2.516 1.613 0.260
lct2 #2: 2.516 1.613 0.260
Light_Color: 4528.977 2903.190 468.887
what's up?
is the parser code buggy?
does ICC generate buggy code for the parser code?
--
Safari - y7p### [at] sneakemailcomgovinvalid
"Talk is cheap. Show me the code." - Linus Torvalds
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Me 2.
Txemi Jendrix
tji### [at] txemijendrixcom
http://www.txemijendrix.com
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From:
Subject: Re: Hmm... bug concerning radiosity, fresnel reflections, layered textures and intersecting objects...
Date: 5 Sep 2002 12:26:00
Message: <3d7785d6.246149854@news.povray.org>
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On Tue, 3 Sep 2002 23:57:39 +0200, "JRG" <jrg### [at] hotmailcom> wrote:
>No one confirms? I must be mad then.
>Well, nevermind... you will never come across this one
I can confirm it, but I don't have a clues as to why this happens.
/Erkki
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