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Hi good people of the POV community!
In my current project, of wich i yet say nothing further, I experience
weird "effects" or "artefacts" in my used sphere_sweep, when viewing it from
certain angles. I have no image, but maybe this is a known problem? Question
is, can these things be removed? I tried raising tolerance, but it's still
there. This is the code i use:
sphere_sweep {
linear_spline
16,
< 0.24, 3.19, 0>, 0.027
< 0.5, 3.20, 0>, 0.027
< 0.75, 3.22, 0>, 0.027
< 1.0, 3.24, 0>, 0.027
< 1.25, 3.26, 0>, 0.027
< 1.5, 3.30, 0>, 0.027
< 1.75, 3.35, 0>, 0.027
< 2.0, 3.45, 0>, 0.027
< 2.25, 3.55, 0>, 0.027
< 2.5, 3.65, 0>, 0.027
< 2.75, 3.75, 0>, 0.027
< 3.0, 3.82, 0>, 0.027
< 3.25, 3.88, 0>, 0.027
< 3.5, 3.92, 0>, 0.027
< 3.75, 3.94, 0>, 0.027
< 3.974, 3.95, 0>, 0.027
tolerance 0.00001
texture {T_Brass_5E } texture {Rust scale 0.1 finish {ambient 0.001} }
rotate <0,0,0> translate <0,0,0> }
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"RusHHouR" <gee### [at] mailnu> wrote:
> Hi good people of the POV community!
>
> In my current project, of wich i yet say nothing further, I experience
> weird "effects" or "artefacts" in my used sphere_sweep, when viewing it from
> certain angles. I have no image, but maybe this is a known problem? Question
> is, can these things be removed? I tried raising tolerance, but it's still
> there. This is the code i use:
>
> sphere_sweep {
> linear_spline
>
> 16,
> < 0.24, 3.19, 0>, 0.027
> < 0.5, 3.20, 0>, 0.027
> < 0.75, 3.22, 0>, 0.027
> < 1.0, 3.24, 0>, 0.027
> < 1.25, 3.26, 0>, 0.027
> < 1.5, 3.30, 0>, 0.027
> < 1.75, 3.35, 0>, 0.027
> < 2.0, 3.45, 0>, 0.027
> < 2.25, 3.55, 0>, 0.027
> < 2.5, 3.65, 0>, 0.027
> < 2.75, 3.75, 0>, 0.027
> < 3.0, 3.82, 0>, 0.027
> < 3.25, 3.88, 0>, 0.027
> < 3.5, 3.92, 0>, 0.027
> < 3.75, 3.94, 0>, 0.027
> < 3.974, 3.95, 0>, 0.027
> tolerance 0.00001
>
> texture {T_Brass_5E } texture {Rust scale 0.1 finish {ambient 0.001} }
> rotate <0,0,0> translate <0,0,0> }
Hi.
What are your camera settings? With a camera looking at the middle point of
your spline, it is OK!
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Apparently the small size has something to do with it. I can see why Bruno
probably didn't see anything wrong, I rendered it and got a mostly okay line
except for a perpendicular dashed line intersecting it a little to the left
of center.
I don't get many renderings made lately but I do have a recent scene file
using a sphere_sweep to outline some property shown against aerial photos
and I was starting with a scale of 1870 by 1750 pixels for the entire area
but the property itself is only a fraction of that size. The sphere sweep
broke into pieces when decimal numbers, similar to yours there, are used and
I had to scale the whole thing upward to remove the breaks. Likewise,
setting a tolerence wasn't helping it.
It might not seem reasonable for the sphere_sweep to be rendered incorrectly
at a not-so-extremely small 0.027 radius compared to some other common
objects but it wasn't too many POV versions ago that a sphere {<0,0,0>,
0.02} had potential problems being rendered. I think the sphere_sweep might
still be suffering a little from something like that, so the solution for
you is probably going to be an increase of the scene scale. Looks to me like
maybe a 0.1 radius could be okay, possibly just 0.08 (closest to where I
couldn't see a problem while zoomed in on a defective part), or about three
times, or more, that current radius.
If I'm wrong about this, anyone, please go ahead and debate my answer but
that's what I found after some rescaling. ;)
--
Bob H www.3digitaleyes.com
http://3digitaleyes.com/imagery/
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"Bob Hughes" answered:
Hi!
Glad you saw it too!
Thanks for your answer. I will try it out and see if it works for me.
But, if it does, rescaling the scene.. seems a bit timeconsuming... o_0
Is there any other clever way of creating the same shape?
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"Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> sang:
> Hi.
>
> What are your camera settings? With a camera looking at the middle point of
> your spline, it is OK!
You should view it with camera in -x and look at the +x direction.
That's when I see it. You find it too?
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"RusHHouR" <gee### [at] mailnu> wrote in message
news:web.440fae135b3b05b847d3ae5e0@news.povray.org...
> "Bob Hughes" answered:
>
> Thanks for your answer. I will try it out and see if it works for me.
okay, happy to help.
> But, if it does, rescaling the scene.. seems a bit timeconsuming... o_0
You could union {} the entire scene except for the camera, just multiplying
the location and look_at by the same amount you scale by.
> Is there any other clever way of creating the same shape?
A spline path of lotsa spheres. Maybe something like this:
camera {location <2,3,-4> look_at <1.9,3.2,0>}
light_source {<10,10,-100>,1}
#local i = 0.05; // smaller, more spheres; larger, less
#declare SphSwp=spline {
linear_spline
1,< 0.24, 3.19, 0>
2,< 0.5, 3.20, 0>
3,< 0.75, 3.22, 0>
4,< 1.0, 3.24, 0>
5,< 1.25, 3.26, 0>
6,< 1.5, 3.30, 0>
7,< 1.75, 3.35, 0>
8,< 2.0, 3.45, 0>
9,< 2.25, 3.55, 0>
10,< 2.5, 3.65, 0>
11,< 2.75, 3.75, 0>
12,< 3.0, 3.82, 0>
13,< 3.25, 3.88, 0>
14,< 3.5, 3.92, 0>
15,< 3.75, 3.94, 0>
16,< 3.974, 3.95, 0>
}
union {
#local I=1;
#while (I<=16)
sphere {
SphSwp(I),0.027
}
#local I=I+i;
#end
texture {pigment {rgb 1}}
}
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"Bob Hughes" <omniverse@charter%net> wrote:
Wow, lot's of "#", but looks manageble.
Thank you very much for your help! =D
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