POV-Ray : Newsgroups : povray.unofficial.patches : update: UVPov 6.2 Server Time
2 Sep 2024 18:19:45 EDT (-0400)
  update: UVPov 6.2 (Message 1 to 9 of 9)  
From: Nathan Kopp
Subject: update: UVPov 6.2
Date: 22 Nov 1999 23:27:57
Message: <383a17cd@news.povray.org>
UVPov 6.2 has been uploaded.  Hopefully no major bugs were introduced.
Please note that I have not yet tested the fractal patch.  I just
incorporated the changes and compiled.  No syntax errors and other scenes
still render with no problems so I assume all is well with it.  :-)

New Features:
incorporated fractal patch - completely untested
radiosity uses perturbed surface normal (bumps, wrinkles, etc)
added realistic (exponential) attenuation (use a fade_power>=1000 in
interior)
added ability to put both smooth and flat triangles in the same mesh2 object

Bug Fixes:
fixed problem with clear objects & radiosity
fixed slope_map problems
fixed bug with media type 3 brightness problem
fixed bug with layered texture backwards compatibility
fixed filter+diffuse brightness bug

-Nathan


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From: Jerome M  BERGER
Subject: Re: update: UVPov 6.2
Date: 23 Nov 1999 00:10:28
Message: <383A2197.CBD3E809@enst.fr>
Thanks Nathan!

		Jerome
BTW: you forgot to say that you had also fixed the bug with focal blur
and gamma correction :)
-- 
*******************************

* they'll tell you what can't * mailto:ber### [at] inamecom
* be done and why...          * http://www.enst.fr/~jberger
* Then do it.                 *
*******************************


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From: Nathan Kopp
Subject: Re: update: UVPov 6.2
Date: 23 Nov 1999 10:11:36
Message: <383aaea8@news.povray.org>
If you have scenes that use media and radiosity, you'll probably notice that
they render MUCH slower with UVPov 6.2.  This is because POV used to use
very low-quality settings (no media or refraction) with radiosity gather
rays, but UVPov now uses the same quality settings for radiosity rays as for
the rest of the scene.  I hope to make this an option in the future, since
rendering scenes this way can be very slow.  On the other hand, they do look
more realistic.  :-)

-Nathan


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From: Nieminen Juha
Subject: Re: update: UVPov 6.2
Date: 23 Nov 1999 10:57:50
Message: <383ab97e@news.povray.org>
Nathan Kopp <Nat### [at] koppcom> wrote:
: incorporated fractal patch - completely untested

  fractal_interior_type and fractal_exterior_type do not work (they are
recognized as keywords but they are not parsed). The reason is that
you haven't added the following code at line 1067 of parstxtr.c:

     CASE (FRACTAL_EXTERIOR_TYPE_TOKEN)
       New->Vals.Fractal.exterior_type = (int)Parse_Float();
       Parse_Comma();
       New->Vals.Fractal.efactor = Parse_Float();
     END_CASE

     CASE (FRACTAL_INTERIOR_TYPE_TOKEN)
       New->Vals.Fractal.interior_type = (int)Parse_Float();
       Parse_Comma();
       New->Vals.Fractal.ifactor = Parse_Float();
     END_CASE

  Adding those lines fixes the problem and all my test images (those I have
posted to p.b.i) work fine.


  Thanks for removing the //-comments from the source file. However, there
still are few of them in lighting.c, povray.c and tokenize.c.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: update: UVPov 6.2
Date: 23 Nov 1999 11:12:28
Message: <383ABC8B.6374E378@pacbell.net>
Warp,

 Has your email address changed ? I have sent you a couple of emails
today and they keep bouncing. What gives ?

Nieminen Juha <war### [at] punarastascstutfi>


-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Nieminen Juha
Subject: Re: update: UVPov 6.2
Date: 23 Nov 1999 11:32:16
Message: <383ac190@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote:
:  Has your email address changed ? I have sent you a couple of emails
: today and they keep bouncing. What gives ?

: Nieminen Juha <war### [at] punarastascstutfi>

  It should work (I just tested it). I think that the problem was that the
mail server was down. It should be ok now.

  war### [at] ikifi will (hopefully) always work nevertheless...

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: update: UVPov 6.2
Date: 23 Nov 1999 11:45:02
Message: <383AC42A.43A7C356@pacbell.net>
Nieminen Juha wrote:

>   It should work (I just tested it). I think that the problem was that the
> mail server was down. It should be ok now.

  Just so you know I just tried war### [at] punarastascstutfi and this
address bounced again. If you want the exact error message I recieved
let me know and I will provide you with it.
 
>   war### [at] ikifi will (hopefully) always work nevertheless...

This did not bounce so I hope you get my email this time :)

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Nieminen Juha
Subject: Re: update: UVPov 6.2
Date: 24 Nov 1999 14:29:15
Message: <383c3c8b@news.povray.org>
Nathan Kopp <Nat### [at] koppcom> wrote:
: radiosity uses perturbed surface normal (bumps, wrinkles, etc)

  Why is it so slow with them? My test scene (included below) takes
1 minute and 10 seconds to render without the normal map. Adding the normal
map takes more than 10 minutes to render.
  If this can't helped, then I think that it should be an option in the
radiosity-block (turned off by default).

  And another thing: It doesn't seem to work very well. Just try it:

//--------------------------------------------------------------------------
global_settings
{
  #if(version=3.1)
    ambient_light 4
    radiosity
    { count 300
      nearest_count 5
      error_bound .2
      recursion_limit 2
      low_error_factor .5
      gray_threshold 0
      minimum_reuse .015
      brightness 8
      distance_maximum .1
    }
  #else
    ambient_light 0
    ini_option "Preview_Start_Size=8"
    ini_option "Preview_End_Size=4"
    radiosity
    { count 120
      nearest_count 5
      error_bound 1
      recursion_limit 4
      low_error_factor .5
      gray_threshold 0.0
      minimum_reuse 0.015
      brightness 2.8
      max_sample 2
      adc_bailout 0.01/2
    }
  #end
}

camera { location <-1.99,0,-1.99> look_at z*2 angle 40 }
light_source
{ <-1.99,.99,-1.99>, 1
  spotlight point_at <0,-1,2> radius 15 falloff 15
}

difference
{ box { <-2,-1,-2><2,1,2> inverse }
  box
  { <-.1,-.9999,-.1><.1,.9999,.1>
    rotate y*45 scale <1,1,.5> translate <-.5,0,2>
  }
  pigment { rgb 1 }
  normal
  { gradient x 1 slope_map { [0 <0,1>][.1 <1,1>][.1 <1,0>][1 <1,0>] }
    scale 1.8
  }
}
box { <-1.999,-1,-2><-2,1,2> pigment { rgb x } }
box { <1.999,-1,-2><2,1,2> pigment { rgb z } }

superellipsoid
{ <1,.3> rotate x*90 scale <.25,.1,.25> translate <1, .9, 1.5>
  pigment { rgb 1 }
}
superellipsoid
{ <1,.3> scale <.25,.25,.2> translate <1, 0, 1.8>
  pigment { rgb 1 }
}
superellipsoid
{ <1,.3> scale <.25,.25,.2> translate <-1.2, 0, 1.8>
  pigment { rgb 1 }
}
//--------------------------------------------------------------------------

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Nathan Kopp
Subject: Re: update: UVPov 6.2
Date: 24 Nov 1999 14:58:17
Message: <383c4359@news.povray.org>
Nieminen Juha <war### [at] punarastascstutfi> wrote...
> Nathan Kopp <Nat### [at] koppcom> wrote:
> : radiosity uses perturbed surface normal (bumps, wrinkles, etc)
>
>   Why is it so slow with them? My test scene (included below) takes
> 1 minute and 10 seconds to render without the normal map. Adding the
normal
> map takes more than 10 minutes to render.
>   If this can't helped, then I think that it should be an option in the
> radiosity-block (turned off by default).
>
>   And another thing: It doesn't seem to work very well. Just try it:
>

:-(  I hadn't tested that very much.  I was just going off of a suggestion
made in one of the newsgroups.  I'll take a closer look and probably post a
an update by the end of this week or the beginning of next.

-Nathan


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