POV-Ray : Newsgroups : povray.text.scene-files : Problem with Wood Texture in v3.5 BETA Server Time
23 Dec 2024 02:18:24 EST (-0500)
  Problem with Wood Texture in v3.5 BETA (Message 1 to 3 of 3)  
From: Colin Fleming
Subject: Problem with Wood Texture in v3.5 BETA
Date: 3 Nov 2001 14:57:50
Message: <3BE44B1A.F95DC061@compuserve.com>
Anybody,

I've taken out all the dead wood (forgive the pun) out of the following source,
but I still have a problem rendering this wood texture with v3.5 BETA 6 and BETA
7.

The code below renders the same in v3.1g and MegaPOV v0.7, but v3.5 BETA 6/7 is
different.

However if you add the #version directive, it will render the same, what I
don't understand is why the code below would produce such a difference, I can't
see any specific piece of code that is pre v3.5 only.

Any comments?

Colin ;)



// ======1=========2=========3=========4=========5=========6=========7
camera {
  location <-20, 400, -2000> 
  direction z*3
  up y
  right x*1.333
  look_at <-20, 20, 0>
}
light_source { <220, 700, -1500> color rgb 1 }
light_source { <-1220, 500, -900> color rgb 1 }
light_source { <-200, 250, -900> color rgb 1 }
light_source { <1200, 1200, -900> color rgb 1 }
// ======1=========2=========3=========4=========5=========6=========7
#declare br01 = color rgb <1.00, 0.94, 0.71>;
#declare br02 = color rgb <1.00, 0.88, 0.65>;
#declare br03 = color rgb <0.94, 0.80, 0.59>;
#declare br03 = color rgb <0.94, 0.80, 0.59>;
#declare br04 = color rgb <0.80, 0.69, 0.52>;
#declare br05 = color rgb <0.72, 0.63, 0.46>;
#declare br06 = color rgb <0.78, 0.63, 0.46>;
#declare br07 = color rgb <0.74, 0.59, 0.49>;
#declare br08 = color rgb <0.66, 0.51, 0.41>;
#declare br09 = color rgb <0.61, 0.50, 0.42>;
#declare br10 = color rgb <0.58, 0.45, 0.32>;
#declare br11 = color rgb <0.65, 0.45, 0.32>;
#declare br12 = color rgb <0.65, 0.41, 0.28>;
#declare br13 = color rgb <0.58, 0.41, 0.28>;
#declare br14 = color rgb <0.57, 0.37, 0.24>;
#declare br15 = color rgb <0.60, 0.37, 0.24>;
#declare br16 = color rgb <0.54, 0.35, 0.25>;
#declare br17 = color rgb <0.56, 0.31, 0.21>;
#declare br18 = color rgb <0.45, 0.31, 0.16>;
#declare br19 = color rgb <0.45, 0.31, 0.21>;
#declare br20 = color rgb <0.41, 0.27, 0.17>;
#declare br21 = color rgb <0.40, 0.24, 0.14>;
#declare br22 = color rgb <0.37, 0.24, 0.11>;
#declare br23 = color rgb <0.37, 0.24, 0.18>;
#declare br24 = color rgb <0.34, 0.21, 0.15>;
#declare br25 = color rgb <0.40, 0.21, 0.15>;
#declare br26 = color rgb <0.32, 0.19, 0.07>;
#declare br27 = color rgb <0.30, 0.14, 0.02>;
#declare br28 = color rgb <0.30, 0.14, 0.10>;
#declare br29 = color rgb <0.24, 0.16, 0.12>;
#declare br30 = color rgb <0.25, 0.13, 0.09>;
#declare br31 = color rgb <0.21, 0.09, 0.05>;
// ======1=========2=========3=========4=========5=========6=========7
#declare pop_wood =
texture {
  pigment {
    marble
    turbulence 0.4
    color_map {
      [0.0 0.2 color br16 color br16]	
      [0.2 0.4 color br16 color br14]
      [0.4 0.6 color br14 color br17]
      [0.6 0.8 color br17 color br17]
      [0.8 0.9 color br17 color br14]
      [0.9 1.01 color br14 color br16]
    }
  }
  finish {
    ambient 0.8
    phong 0.5 
  }
  scale <13, 13, 1> 
}
texture {
  pigment {
    wood
    turbulence 0.5
    color_map {
      [0.0 0.05 color br25 color br25 filter 0.5]
      [0.05 0.2 color br25 filter 0.5 color br21 filter 1.0]
      [0.2 0.7 color br21 filter 1.0 color br21 filter 0.8]
      [0.7 0.8 color br27 filter 0.7 color br27 filter 1.0]
      [0.8 0.9 color br27 filter 1.0 color br27 filter 0.7]
      [0.9 1.01 color br27 filter 1.0 color br30 filter 0.5]
    }
  }
  finish {
    ambient 0.9
    phong 1.0
  }
  scale <5, 15, 1>
}
// ======1=========2=========3=========4=========5=========6=========7
#declare zeb_wood =
texture {
  pigment {
    marble
    turbulence 0.25
    color_map {
      [0.0 0.2 color br16 color br16]	
      [0.2 0.4 color br16 color br14]
      [0.4 0.6 color br14 color br17]
      [0.6 0.8 color br17 color br17]
      [0.8 0.9 color br17 color br14]
      [0.9 1.01 color br14 color br16]
    }
  }
  finish {
    ambient 0.2
    diffuse 0.8
  }
  scale <13, 13, 1>
}
texture {
  pigment {
    wood
    turbulence 0.3
    color_map {
      [0.0 0.05 color br25 color br25 filter 0.7]
      [0.05 0.2 color br25 filter 0.7 color br21 filter 1.0]
      [0.2 0.7 color br21 filter 1.0 color br21 filter 0.8]
      [0.7 0.8 color br27 filter 0.7 color br27 filter 1.0]
      [0.8 0.9 color br27 filter 1.0 color br27 filter 0.7]
      [0.9 1.01 color br27 filter 1.0 color br30 filter 0.7]
    }
  }
  finish {
    ambient 0.2
    diffuse 0.7
  }
  scale <5, 15, 5>
}
texture {
  pigment {
    wood
    turbulence 0.2
    color_map {
      [0.0 0.05 color br25 color br25 filter 0.4]
      [0.05 0.2 color br25 filter 0.4 color br21 filter 0.8]
      [0.2 0.7 color br21 filter 0.8 color br21 filter 0.9]
      [0.7 0.8 color br27 filter 0.8 color br27 filter 0.6]
      [0.8 0.9 color br27 filter 0.6 color br27 filter 0.4]
      [0.9 1.01 color br27 filter 0.5 color br30 filter 0.8]
    }
  }
  finish {
    diffuse 0.7
    ambient 0.2
  }
  scale <4, 20, 4>
}
// ======1=========2=========3=========4=========5=========6=========7
#declare WT = 
texture {
  zeb_wood
  finish {
    phong 0.25 
    phong_size 50 
    reflection 0.3 
  }
  scale <15, 35, 20> 
}
// ======1=========2=========3=========4=========5=========6=========7
#declare Plank1 = 
object {
  box { -1, 1 }
  scale <30, 450, 10>
  texture { WT }
}
#declare Plank2 = 
object {
  box { -1, 1 }
  scale <30, 450, 10>
  texture {
    WT
    rotate z*10
    translate <20, 100, 10>
  }
}
#declare Plank3= 
object {
  box { -1, 1 }
  scale <30, 450, 10>
  texture {
    WT
    rotate z*-5
    translate <10, -30, 5>
  }
}
#declare Plank_A =
union {
  object { Plank1 }
  object { Plank2 translate y*902 }
  object { Plank3 translate y*-902 }
}
#declare Plank_B =
union {
  object { Plank3 }
  object { Plank1 translate y*902 }
  object { Plank2 translate y*-902 }
}
#declare Plank_C =
union {
  object { Plank2 }
  object { Plank3 translate y*902 }
  object { Plank1 translate y*-902 }
}
// ======1=========2=========3=========4=========5=========6=========7
object {
  union {
    object { Plank_A rotate x*90 translate <-74, -10, -538> }
    object { Plank_B rotate x*90 translate <-136, -10, -438> }
    object { Plank_C rotate x*90 translate <-198, -10, -338> }
    object { Plank_B rotate x*90 translate <-260, -10, -38> }
  }
  rotate y*-30
}


Post a reply to this message

From: Mike Williams
Subject: Re: Problem with Wood Texture in v3.5 BETA
Date: 3 Nov 2001 15:43:42
Message: <lug+EBAvZF57Ewri@econym.demon.co.uk>
Wasn't it Colin Fleming who wrote:
>Anybody,
>
>I've taken out all the dead wood (forgive the pun) out of the following source,
>but I still have a problem rendering this wood texture with v3.5 BETA 6 and BETA
>7.
>
>The code below renders the same in v3.1g and MegaPOV v0.7, but v3.5 BETA 6/7 is
>different.
>
>However if you add the #version directive, it will render the same, what I
>don't understand is why the code below would produce such a difference, I can't
>see any specific piece of code that is pre v3.5 only.
>
>Any comments?

The POV 3.5 documentation says:-

  Note: in versions predating POV-Ray 3.5, filter used to work the same 
  as transmit in layered textures. It has been changed to work as filter 
  should. This can change the appearance of "pre 3.5" textures a lot. 
  The #version directive can be used to get the "pre 3.5" behaviour.

If you've got scenes that contain layered textures that rely on the
faulty layered texture filter code, then you can either use #version (as
you noticed). Alternatively you could change all the occurrences of
filter within the layered textures to transmit - this will still work
the same in 3.1 because it treated filter and transmit as being the
same.

-- 
Mike Williams
Gentleman of Leisure


Post a reply to this message

From: Colin Fleming
Subject: Re: Problem with Wood Texture in v3.5 BETA
Date: 4 Nov 2001 08:06:28
Message: <3BE53D11.365293B8@compuserve.com>
Ooops!

I did read that but it didn't sink in properly.

Thanks Mike.


Mike Williams wrote:
> 
> The POV 3.5 documentation says:-
> 
>   Note: in versions predating POV-Ray 3.5, filter used to work the same
>   as transmit in layered textures. It has been changed to work as filter
>   should. This can change the appearance of "pre 3.5" textures a lot.
>   The #version directive can be used to get the "pre 3.5" behaviour.
> 
> If you've got scenes that contain layered textures that rely on the
> faulty layered texture filter code, then you can either use #version (as
> you noticed). Alternatively you could change all the occurrences of
> filter within the layered textures to transmit - this will still work
> the same in 3.1 because it treated filter and transmit as being the
> same.
> 
> --
> Mike Williams
> Gentleman of Leisure


Post a reply to this message

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