POV-Ray : Newsgroups : povray.unofficial.patches : Problem with MegaPOV 0.7 (broken since 0.6A) Server Time
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From: John M  Dlugosz
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 14 Mar 2001 19:15:10
Message: <3ab0098e$1@news.povray.org>
> The POV-Team does _not_ and never has officially supported or endorsed
> MegaPOV.  For POV-Ray 3.5 we will surely make an attempt to supply
> compatible textures, but for now when using MegaPOV keep in mind that
> the include files you are using are for POV-Ray 3.1, not MegaPOV!

So you're saying that in POV 3.5, you'll either not apply this particular
"fix", or you will indeed update the *.inc files to match?  That's good to
know.

In the mean time, I'm discussing MegaPOV and trying to lobby the maintainer
to support this better by pointing out the need.  This is the
unofficial.patches newsgroup, you know.

--John


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From: John M  Dlugosz
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 14 Mar 2001 19:16:33
Message: <3ab009e1$1@news.povray.org>
> To port color_maps/pigment_maps/whatever_maps from the old (clipped)
noise3D
> to the new (scaled) version, divide all map indices by 2 and add 0.25.
For
> example,
>
> color_map{
>     [.2 rgb 1]
>     [.5 rgb <1,1,0>]
>     [.7 rgb <0,0,1>]
> }
>
> becomes
>
> color_map{
>     [.35 rgb 1]
>     [.5  rgb <1,1,0>]
>     [.6  rgb <0,0,1>]
> }
>
> --
> Mark

Hey, thanks!  I'll give that a try, and if it work out, post a script to
automatically convert stuff.

--John


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From: Nathan Kopp
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 14 Mar 2001 19:30:15
Message: <3ab00d17$1@news.povray.org>
"John M. Dlugosz" <joh### [at] dlugoszcom> wrote...
> So you're saying that in POV 3.5, you'll either not apply this particular
> "fix", or you will indeed update the *.inc files to match?  That's good to
> know.

The fix will be part of POV 3.5, and for the final release, we will update
all necessary INC files.  The textures will probably not be identical,
because the noise changes in POV 3.5 are more extensive even than the
changes made to MegaPov, but we will work to make the textures similar to
their original look.

> In the mean time, I'm discussing MegaPOV and trying to lobby the
maintainer
> to support this better by pointing out the need.  This is the
> unofficial.patches newsgroup, you know.

Yes, I see that.  When I originally made this modification, I should have
provided updated INC files (same for the layered texture changes).  I
apologize for that.  Since then, I have gotten more busy with POV 3.5, and I
forgot about providing updated versions.

If anyone here takes the time to update the INC files (both for the layred
texture changes and the noise changes, the POV team would greatly appreciate
it, because we will be able to use that work towards POV 3.5).

-Nathan


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From: John M  Dlugosz
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 14 Mar 2001 19:38:09
Message: <3ab00ef1$1@news.povray.org>
> To port color_maps/pigment_maps/whatever_maps from the old (clipped)
noise3D
> to the new (scaled) version, divide all map indices by 2 and add 0.25.
For
> example,
>
> color_map{
>     [.2 rgb 1]
>     [.5 rgb <1,1,0>]
>     [.7 rgb <0,0,1>]
> }
>
> becomes
>
> color_map{
>     [.35 rgb 1]
>     [.5  rgb <1,1,0>]
>     [.6  rgb <0,0,1>]
> }
>
> --
> Mark

Something is still amiss -- it still looks the "broke" way.  It seems odd
that the range 0-1 in the original maps to 0.25-0.75 in the new, so what
happens when the function returns something outside that range?  It will
give the first or last value in the map.

If the conversion is really supposed to go the other way, I don't know what
to do with the parts of the map that spill outside the legal range.

--John

==========

Changed T_Stone9 as follows: (the marble map is unchanged, the granite map
changed like so)

old:
    #declare T_Grnt9 =
    texture {
    pigment
     {granite
      turbulence 0.6
      color_map
       {[0.000, 0.154   color rgbf <0.894, 0.886, 0.886, 0.000>
                        color rgbf <0.745, 0.745, 0.753, 0.000>]
        [0.154, 0.308   color rgbf <0.745, 0.745, 0.753, 0.000>
                        color rgbf <0.902, 0.902, 0.859, 0.000>]
        [0.308, 0.444   color rgbf <0.902, 0.902, 0.859, 0.000>
                        color rgbf <0.729, 0.706, 0.694, 0.000>]
        [0.444, 0.615   color rgbf <0.729, 0.706, 0.694, 0.000>
                        color rgbf <0.588, 0.592, 0.635, 0.000>]
        [0.615, 0.803   color rgbf <0.588, 0.592, 0.635, 0.000>
                        color rgbf <0.608, 0.616, 0.659, 0.000>]
        [0.803, 1.001   color rgbf <0.608, 0.616, 0.659, 0.000>
                        color rgbf <0.894, 0.886, 0.886, 0.000>]
       }
     }

new:
    ...
       {[0.000, 0.327   color rgbf <0.894, 0.886, 0.886, 0.000>
                        color rgbf <0.745, 0.745, 0.753, 0.000>]
        [0.327, 0.404   color rgbf <0.745, 0.745, 0.753, 0.000>
                        color rgbf <0.902, 0.902, 0.859, 0.000>]
        [0.404, 0.472   color rgbf <0.902, 0.902, 0.859, 0.000>
                        color rgbf <0.729, 0.706, 0.694, 0.000>]
        [0.472, 0.5575   color rgbf <0.729, 0.706, 0.694, 0.000>
                        color rgbf <0.588, 0.592, 0.635, 0.000>]
        [0.5575, 0.6515   color rgbf <0.588, 0.592, 0.635, 0.000>
                        color rgbf <0.608, 0.616, 0.659, 0.000>]
        [0.6515, 0.7505   color rgbf <0.608, 0.616, 0.659, 0.000>
                        color rgbf <0.894, 0.886, 0.886, 0.000>]
       }
     }


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From: Nathan Kopp
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 14 Mar 2001 23:40:43
Message: <3ab047cb$1@news.povray.org>
"Mark Wagner" <mar### [at] gtenet> wrote g...
> To port color_maps/pigment_maps/whatever_maps from the old (clipped)
noise3D
> to the new (scaled) version, divide all map indices by 2 and add 0.25.
For

This formula works for bozo, which is a direct use of noise.  However,
granite uses multiple iterations of noise, so this doesn't work.  However,
you can get very close results by simply dividing all indices by 2 and NOT
adding the 0.25.

For granite, the converted example should look like this:
color_map{
    [.1 rgb 1]
    [.25  rgb <1,1,0>]
    [.35  rgb <0,0,1>]
}

I tested this and it works great for T_Grnt9.

Also, make sure to convert rgbf to rgbt if layered textures with filter are
being used (not necessary for T_Grnt9).

-Nathan

> example,
>
> color_map{
>     [.2 rgb 1]
>     [.5 rgb <1,1,0>]
>     [.7 rgb <0,0,1>]
> }
>
> becomes
>
> color_map{
>     [.35 rgb 1]
>     [.5  rgb <1,1,0>]
>     [.6  rgb <0,0,1>]
> }


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From: John M  Dlugosz
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 15 Mar 2001 19:33:24
Message: <3ab15f54@news.povray.org>
> If anyone here takes the time to update the INC files (both for the layred
> texture changes and the noise changes, the POV team would greatly
appreciate
> it, because we will be able to use that work towards POV 3.5).
>

If I knew what algorithm to apply, I could probably whip out a Perl script
to do most of the work.  Some need cleaning up anyway, with the old syntax
and all.

--John


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From: John M  Dlugosz
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 15 Mar 2001 19:47:01
Message: <3ab16285$1@news.povray.org>
Just what is happening here?  That is, I wonder why the converted range will
be 0-.5 not 0-1.  When I did my Bozo tutorial waaaaaay back when (I think
it's on the first POV CD), it appeared that there were spots with values at
both 0 and 1, and I thought it was symetric -- both colored spots were the
same size.

Ah, the new Bozo range is .25-.75, so the end value is stretched to fit.
So, in the old formula, that was happening too?  Meaning my spots were too
big and not fuzzy, right?

Anyway, it looks like dividing by 2 on the Granite and changing filter to
transmit everywhere (Stone9 uses T_Crack1 also) gave me the same spirit as
the original.  Thanks!

So... what's the "layered texture change" you refered to in your earlier
note?

--John

"Nathan Kopp" <nat### [at] koppcom> wrote in message
news:3ab047cb$1@news.povray.org...
>
> "Mark Wagner" <mar### [at] gtenet> wrote g...
> > To port color_maps/pigment_maps/whatever_maps from the old (clipped)
> noise3D
> > to the new (scaled) version, divide all map indices by 2 and add 0.25.
> For
>
> This formula works for bozo, which is a direct use of noise.  However,
> granite uses multiple iterations of noise, so this doesn't work.  However,
> you can get very close results by simply dividing all indices by 2 and NOT
> adding the 0.25.
>
> For granite, the converted example should look like this:
> color_map{
>     [.1 rgb 1]
>     [.25  rgb <1,1,0>]
>     [.35  rgb <0,0,1>]
> }
>
> I tested this and it works great for T_Grnt9.
>
> Also, make sure to convert rgbf to rgbt if layered textures with filter
are
> being used (not necessary for T_Grnt9).
>
> -Nathan
>
> > example,
> >
> > color_map{
> >     [.2 rgb 1]
> >     [.5 rgb <1,1,0>]
> >     [.7 rgb <0,0,1>]
> > }
> >
> > becomes
> >
> > color_map{
> >     [.35 rgb 1]
> >     [.5  rgb <1,1,0>]
> >     [.6  rgb <0,0,1>]
> > }
>
>
>


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From: Nathan Kopp
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 15 Mar 2001 20:03:07
Message: <3ab1664b$1@news.povray.org>
"John M. Dlugosz" <joh### [at] dlugoszcom> wrote...
> So... what's the "layered texture change" you refered to in your earlier
> note?

The layred texture change is the reason you need to change rgbf to rgbt for
layered textures.  The official POV treats "f" like "t" (i.e. using rgbf and
rgbt will yeild identical results for layered textures, but not for
individual textures).  This is a bug.  In MegaPov (and in the future in POV
3.5), layred textures will treat the "f" like filter and the "t" like
transmit.

Of course, all old textures that say "filter" really meant to say
"transmit" - so we have to go back and make them say what they really mean.

-Nathan


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From: Nathan Kopp
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 15 Mar 2001 20:03:54
Message: <3ab1667a$1@news.povray.org>
"John M. Dlugosz" <joh### [at] dlugoszcom> wrote...
> Ah, the new Bozo range is .25-.75, so the end value is stretched to fit.
> So, in the old formula, that was happening too?  Meaning my spots were too
> big and not fuzzy, right?

Yes, that is correct.

-Nathan


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From: John M  Dlugosz
Subject: Re: Problem with MegaPOV 0.7 (broken since 0.6A)
Date: 17 Mar 2001 00:49:16
Message: <3ab2fadc$1@news.povray.org>
Update: simply dividing by two is better but still gives "stripes", not in
the spirit of the original texture, when I rendered a larger area to see it
better.  I'll play around with the map tomorrow, but if you have any
specific suggestions on how else I might transform it, I'd appreciate it.

--John

"Nathan Kopp" <nat### [at] koppcom> wrote in message
news:3ab1667a$1@news.povray.org...
>
> "John M. Dlugosz" <joh### [at] dlugoszcom> wrote...
> > Ah, the new Bozo range is .25-.75, so the end value is stretched to fit.
> > So, in the old formula, that was happening too?  Meaning my spots were
too
> > big and not fuzzy, right?
>
> Yes, that is correct.
>
> -Nathan
>
>
>


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