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Anybody have ever similiar rendering with +UA option?
http://news.povray.org/ag53kuone21afsipbjm1979tccg1k17qj0%404ax.com
I used for this rendering options: +FN +UA +SP64 +EP1 +W300 +H300. Fisheye
camera with angle 180 were applied to source I posted long time ago in
http://news.povray.org/is3dutg17gbcfmmh5ij2r05msch59oqus7%404ax.com.
When mosaic preview were applied there was circle of image only. Black area
appeared when 1 pixel statge started. Rendered on P4 with final 3.5.
ABX
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news:8j53kukhb4fuuhbeluqe2ce72p0m4biavt@4ax.com
> When mosaic preview were applied there was circle of image only. Black
> area appeared when 1 pixel statge started. Rendered on P4 with final
> 3.5.
I notice little similar problem - glass with IOR and dispersion is
transparent (as it schould be) in 8x8 4x4 2x2 steps, but in last 1x1 step -
glass is render as non-transparent
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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On 26 Jul 2002 14:51:16 -0400, "Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote:
> I notice little similar problem - glass with IOR and dispersion is
> transparent (as it schould be) in 8x8 4x4 2x2 steps, but in last 1x1 step -
> glass is render as non-transparent
1x1 mosaic preview or 1x1 final pass ?
only on preview or in outputed file either ?
I have noticed similiar effect when pretrace of radiosity is performed.
Don't know about alpha channel in file becouse images are under rendering
currently.
ABX
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> I notice little similar problem - glass with IOR and dispersion is
> transparent (as it schould be) in 8x8 4x4 2x2 steps, but in last 1x1
step -
> glass is render as non-transparent
Shouldn't be, actually, if it has an IOR. This has been discussed in the
past. The reason that it shouldn't be transparent is that what you see
through it isn't what's directly behind it. Same idea as when a reflected
object reflects the sky - just because you see the sky through it doesn't
mean it should be transparent. Making those areas transparent would make it
unrealistic when layered in a 2D editor on top of a background image.
In any case, it's intended to be that way. (Though I don't know why it's
non-transparent during the first few steps.)
- Slime
[ http://www.slimeland.com/ ]
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"Slime" <slm### [at] slimelandcom> wrote in news:3d419c20@news.povray.org
>> I notice little similar problem - glass with IOR and dispersion is
>> transparent (as it schould be) in 8x8 4x4 2x2 steps, but in last 1x1
> step -
>> glass is render as non-transparent
> In any case, it's intended to be that way. (Though I don't know why
> it's non-transparent during the first few steps.)
it's the other way round - at pre-trace it's OK - I can see background
under my sphere[1] with color rgb .95 with ior ~1.5 and dispersion 1.2
in final 1x1 trace step - image is same, glass is acting as it was color
rgb .95 filter 0
wait a sec. - i'll make some exapmples and put them on www :)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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> > In any case, it's intended to be that way. (Though I don't know why
> > it's non-transparent during the first few steps.)
>
> it's the other way round
Er, right, I meant to say "I don't know why it's transparent during the
first few steps".
It should *not* be transparent, is what I'm saying.
- Slime
[ http://www.slimeland.com/ ]
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"Slime" <slm### [at] slimelandcom> wrote in news:3d419e83@news.povray.org
>> > In any case, it's intended to be that way. (Though I don't know why
>> > it's non-transparent during the first few steps.)
>> it's the other way round
> Er, right, I meant to say "I don't know why it's transparent during the
> first few steps".
> It should *not* be transparent, is what I'm saying.
er - I alsow didn't write clearly.
Sphere "is not transparent" - I was thinking about "I can not see ANYTHING
trought this object, it's acting like with filter 0.00 not 0.96."
and - it's not a sphere, but intersecions of two spheres moved along z
axis -z*10 and +z*10 - so it's a lens :)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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"Slime" <slm### [at] slimelandcom> wrote in news:3d419e83@news.povray.org
nope - I cannot now reproduce this problem :/ next time I will make copy of
"bug producing" scenes
1. but i'm shure that ther IS something wrong with dispersion.
Suddenly pov started co render pure black sphere instead of glass, after
just closing Pov, and instantly opening it back again - everything was o.k.
Scene - one plane collent on, one sphere :
rgbf .9, dispersion (about 1.1-1.3), ior (about 1.3)
all was rendered on mosaic-preview
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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wrote:
> 1x1 mosaic preview or 1x1 final pass ?
in my case it is in final pass
> only on preview or in outputed file either ?
in my case on both.
Really no confirmation? I need at least one confirmation so please help me to
post bug report :-)
ABX
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wrote:
> When mosaic preview were applied there was circle of image only. Black area
> appeared when 1 pixel statge started. Rendered on P4 with final 3.5.
Black area not appear on image when antialiassing if off so I assume that it
is reasult of averaging various samples when one is completly transparent and
some aren't. The problem is that when fisheye rendering is performed area
outside visible circle shouldn't be antialiased IMO (except countour of
circle).
ABX
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