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Hello,
I am pretty sure this is not a bug and I just have some incorrect expectations
of the materials but I would like to have someone kindly explain this
phenomenon.
I started making an object and have a cube and wanted to position glass boxes
around it's sides. But I get that static like distortion inside the glass you
normally see when two planes overlap. I've included the very short code below.
There is a line to rotate the object 1 degree about the y axis. If you take
that one line out and run again, the distortion is gone.
As a bonus, the distortion only appears in the glassSide object that is rotated
270 degrees.
Am I doing/thinking about something wrong and this is the correct behavior?
Thanks,
BBB
#include "colors.inc"
#include "stones.inc"
#include "glass.inc"
#include "math.inc"
#include "textures.inc"
camera{ location <-2, 2, -3> look_at <0, 0, 0>}
light_source { <0, 20, -20> color White }
#declare glassSide = box { <-1.5, -.5, -1>
<-1, .5, 1>
}
#declare glassBorder =
union
{
object { glassSide }
object { glassSide rotate <0, 270, 0> }
}
union
{
box { <-1, -1, -1>
<1, 1, 1>
pigment { color rgb<0, 0, 1> }
}
object
{
glassBorder
pigment { color rgbf<1, 1, 1, 1> } interior {I_Glass} finish{
phong 0.9 phong_size 40 reflection 0.1 }
}
scale 1.3
rotate <0,1,0> /* comment out this line */
}
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> Hello,
> I am pretty sure this is not a bug and I just have some incorrect expectations
> of the materials but I would like to have someone kindly explain this
> phenomenon.
>
> I started making an object and have a cube and wanted to position glass boxes
> around it's sides. But I get that static like distortion inside the glass you
> normally see when two planes overlap. I've included the very short code below.
> There is a line to rotate the object 1 degree about the y axis. If you take
> that one line out and run again, the distortion is gone.
>
> As a bonus, the distortion only appears in the glassSide object that is rotated
> 270 degrees.
>
> Am I doing/thinking about something wrong and this is the correct behavior?
>
> Thanks,
> BBB
>
>
> #include "colors.inc"
> #include "stones.inc"
> #include "glass.inc"
> #include "math.inc"
> #include "textures.inc"
>
> camera{ location<-2, 2, -3> look_at<0, 0, 0>}
>
> light_source {<0, 20, -20> color White }
>
> #declare glassSide = box {<-1.5, -.5, -1>
> <-1, .5, 1>
> }
>
> #declare glassBorder =
> union
> {
> object { glassSide }
> object { glassSide rotate<0, 270, 0> }
> }
>
> union
> {
> box {<-1, -1, -1>
> <1, 1, 1>
> pigment { color rgb<0, 0, 1> }
> }
> object
> {
> glassBorder
> pigment { color rgbf<1, 1, 1, 1> } interior {I_Glass} finish{
> phong 0.9 phong_size 40 reflection 0.1 }
> }
> scale 1.3
> rotate<0,1,0> /* comment out this line */
> }
>
>
You DO have coincident surfaces between the blue box and the transparent
ones.
Just add "scale 1.0001" to the blue box and the problem disapears.
Also, you should use a merge of the two transparent boxes.
Alain
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From: Jim Holsenback
Subject: Re: Not a bug, I must have incorrect expectations
Date: 23 Feb 2011 19:34:51
Message: <4d65a7ab@news.povray.org>
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On 02/23/2011 07:06 PM, Alain wrote:
> You DO have coincident surfaces between the blue box and the transparent
> ones.
>
> Just add "scale 1.0001" to the blue box and the problem disapears.
>
> Also, you should use a merge of the two transparent boxes.
That ones been asked several times lately, and it's a VFAQ topic on the
Wiki. I had a look and it didn't mention the scale solution so I updated
it to include that as another possible fix ... so next time it's asked
you can refer them if you'd like:
http://wiki.povray.org/content/Knowledgebase:Language_Questions_and_Tips#Topic_20
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Alain <aze### [at] qwertyorg> wrote:
> You DO have coincident surfaces between the blue box and the transparent
> ones.
>
> Just add "scale 1.0001" to the blue box and the problem disapears.
>
> Also, you should use a merge of the two transparent boxes.
>
>
>
>
> Alain
Hey, thanks. I knew about my surfaces. It just seemed weird that at certain
angles it seemed to be ok. Which then got me doubting that I knew what I was
doing. Which I didn't. But now I do.
Thanks again
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Alain <aze### [at] qwertyorg> wrote:
> Also, you should use a merge of the two transparent boxes.
>
>
>
>
> Alain
Oh, I forgot to ask. Why a merge? The two transparent boxes do not have any
shared area. Which is what I thought a merge helped with. Is this not the
case?
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From: Alain
Subject: Re: Not a bug, I must have incorrect expectations
Date: 24 Feb 2011 13:26:52
Message: <4d66a2ec@news.povray.org>
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> Alain<aze### [at] qwertyorg> wrote:
>
>
>> Also, you should use a merge of the two transparent boxes.
>>
>>
>>
>>
>> Alain
>
> Oh, I forgot to ask. Why a merge? The two transparent boxes do not have any
> shared area. Which is what I thought a merge helped with. Is this not the
> case?
>
>
Looking at your code again, and effectively, a merge is not needed in
this case.
I had the impression that the transparent boxes did overlap. Adding some
colour to them helped showing that there is no overlap.
As to why artefacts appeared or not after a small rotation: You may get
lucky sometimes and when viewed from a precise direction, you may always
detect the surfaces in the same order. The ior may, or not, have an effect.
Alain
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