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It causes a segfault. I would be happy to know a workaround.
The following seemed essential in minimalizing the scene:
- multiple light sources (not necessarily at the same place)
- some of them spotlights with nonzero point_at (not necessarily location 0)
- light_group
Minimal scene:
==============
camera {
translate -3*z
}
light_group {
#local i=0;
#while (i<18)
light_source {
0 1
spotlight radius 30 falloff 60 point_at 1
}
#local i=i+1;
#end
sphere {0 1
pigment {transmit 1}
hollow
interior {
media {
scattering {1 1}
}
}
}
}
Povray output:
==============
Persistence of Vision(tm) Ray Tracer Version 3.5 Unix (.Linux.gcc)
This is an official version prepared by the POV-Ray Team. See the
documentation on how to contact the authors or visit us on the
internet at http://www.povray.org/.
Copyright 1991-2002 POV-Ray Team(tm)
Parsing Options
Input file: bug.pov (compatible to version 3.5)
Remove bounds........On Split unions........Off
Library paths: /usr/local/share/povray-3.5
/usr/local/share/povray-3.5/include
Output Options
Image resolution 320 by 240 (rows 1 to 240, columns 1 to 320).
Output file: bug.png, 24 bpp PNG
Graphic display......On (type: 0, palette: 3, gamma: 2.2)
Mosaic preview......Off
CPU usage histogram.Off
Continued trace.....Off Allow interruption..Off Pause when done.....Off
Verbose messages.....On
Tracing Options
Quality: 9
Bounding boxes.......On Bounding threshold: 3
Light Buffer.........On Vista Buffer.........On Draw Vista Buffer...Off
Antialiasing........Off
Animation Options
Clock value.... 0.000 (Animation off)
Redirecting Options
All Streams to console.........Off
Debug Stream to console.........On
Fatal Stream to console.........On
Render Stream to console........On
Statistics Stream to console....On
Warning Stream to console.......On
Parsing...
Creating bounding slabs.
Scene contains 1 frame level objects; 0 infinite.
Displaying...
Using 16 bit TrueColor visual...
-:--:-- Rendering line 36 of 240. Segmentation fault
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
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In article <3F4### [at] informatikuni-freiburgde> , Mark Weyer
<wey### [at] informatikuni-freiburgde> wrote:
> It causes a segfault. I would be happy to know a workaround.
> The following seemed essential in minimalizing the scene:
> - multiple light sources (not necessarily at the same place)
> - some of them spotlights with nonzero point_at (not necessarily location 0)
> - light_group
As far as I can tell lightgroups simply make an otherwise existing problem
visible in the given scene. For me the crash happens when freeing memory in
non-lightgroup related code because memory below something allocated has
been overwritten...
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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BTW, your subject line says "Another light groups bug", would you care to
explain which other lightgroup bug you are referring to? I am not aware of
any other...
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
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> BTW, your subject line says "Another light groups bug", would you care to
> explain which other lightgroup bug you are referring to? I am not aware of
> any other...
More precisely: Another bug that I encountered using light groups. The
first one was reported in
June 30: scattering media and light groups bug
and seems to be the same as
Jula 3: bug with light groups and media
(both posts in p.g.). As there was no reply to those messages I assume
that that bug is not fixed (or declared feature) yet.
Mark
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
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In article <3F4### [at] informatikuni-freiburgde> , Mark Weyer
<wey### [at] informatikuni-freiburgde> wrote:
>> BTW, your subject line says "Another light groups bug", would you care to
>> explain which other lightgroup bug you are referring to? I am not aware of
>> any other...
>
> More precisely: Another bug that I encountered using light groups. The
> first one was reported in
> June 30: scattering media and light groups bug
> and seems to be the same as
> Jula 3: bug with light groups and media
> (both posts in p.g.). As there was no reply to those messages I assume
> that that bug is not fixed (or declared feature) yet.
Ah, I checked those. It works as expected. light_groups are meant to place
local fill-lights. There is no other interaction defined by a light_group.
The problem in the given scenes is essentially the same misconception as
assuming a group-based shadow interaction. This is not what light_groups
do.
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
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> Ah, I checked those. It works as expected. light_groups are meant to place
> local fill-lights. There is no other interaction defined by a light_group.
> The problem in the given scenes is essentially the same misconception as
> assuming a group-based shadow interaction. This is not what light_groups
> do.
I still do not understand my misconception (and I do understand why shadows
and light groups interact the way they do).
Do you mean that scattering media should not be placed in light groups?
If yes, then I would like to know why that restriction was chosen (and it
should be in the docs). You refer to fill-lights. According to the docs
those are shadowless. If it is really the case that light groups are meant
to only work with shadowless lights then either all lights in light groups
should automatically be made shadowless or the docs should at least say so.
Otherwise I see no reason why scattering media should be disallowed in light
groups.
If no (meaning that scattering media is supposed to work with light groups),
then I do not understand the following scene. I do not understand
- why absorbing and scattering media behave differently without a light source
- why the scattering medium behaves differently according to which surfaces the
ray traverses.
Please explain,
Mark
plane {y (-5) pigment {rgb 1}}
light_source {<-1,1,-1>*10 1}
light_group {
#local i=0;
#while (i<=10)
sphere {
<2*i-10,i/5-5.5,15> 1
pigment {transmit 1}
hollow
#if (mod (i,2))
interior {media {absorption 1}}
#else
interior {media {scattering {1 1}}}
#end
}
#local i=i+1;
#end
global_lights off
}
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
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In article <3F4### [at] informatikuni-freiburgde> , Mark Weyer
<wey### [at] informatikuni-freiburgde> wrote:
> You refer to fill-lights. According to the docs
> those are shadowless.
There is no concept of fill-lights in POV-Ray itself. The docs use that
term for lights which gives the whole scene more light without altering it
otherwise.
Light groups don't really do that, but they indeed follow a similar idea:
They are most useful to add light to some parts of a scene that would
otherwise be too dark. Especially in high-end animations this is used to
improve realism (or create some effect) compared to a real scene. They add
realism to a computer generated image in particular if there is no or only a
simple model of global illumination (i.e. radiosity for animations is
expensive to compute).
Thus, you are kind of right - light groups are very useful when being
shadowless. They are not intended as a separately lit scene inside a scene.
Of course, such a feature could be added, and probably will sometime in the
distant future.
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
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