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Greetings
Please see the Brandy Glass posts in p.b.i and p.b.s-f. When I render
this in UVPOV with no photons whatsoever, it looks different. More
precisely, much brighter. Why?
The texture on the floor is from wood.inc, can it be that?
---------
Peter Popov
ICQ: 15002700
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Peter Popov wrote:
>
> Greetings
>
> Please see the Brandy Glass posts in p.b.i and p.b.s-f. When I render
> this in UVPOV with no photons whatsoever, it looks different. More
> precisely, much brighter. Why?
>
> The texture on the floor is from wood.inc, can it be that?
>
> ---------
> Peter Popov
> ICQ: 15002700
I could will be a layered texture problem. Nathan changed the way his patch
handles layered textures and will not show them corectly if they use filtering
layeres instead of transmit layers.
--
Ken Tyler
mailto://tylereng@pacbell.net
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Ken's right. All of the textures in woods.inc use 'rgbf'. If you change
them to 'rgbt' they will work with UVPov (and still work with the official
POV). Official POV-Ray treates 'filter' almost exaclty like 'transmit'
for layered textures, and UVPov treats filter like a normal filter and
transmit like transmit (which is how I think it should be, although it
is not good for backwards compatibility).
(Make a backup of woods.inc and other inc files before you go searching
and replacing.)
I'll document this in my webpage. Plus, when I get around to making
superpatch/uvpov combination, it won't have my weird layered textures.
-Nathan
Peter Popov wrote:
>
> Greetings
>
> Please see the Brandy Glass posts in p.b.i and p.b.s-f. When I render
> this in UVPOV with no photons whatsoever, it looks different. More
> precisely, much brighter. Why?
>
> The texture on the floor is from wood.inc, can it be that?
>
> ---------
> Peter Popov
> ICQ: 15002700
Post a reply to this message
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