POV-Ray : Newsgroups : povray.binaries.images : no smooth edges even with Antialiasing : Re: no smooth edges even with Antialiasing Server Time
10 Aug 2024 17:23:34 EDT (-0400)
  Re: no smooth edges even with Antialiasing  
From: D  H  Berlin
Date: 20 Aug 2004 15:55:01
Message: <web.4126568b44473608e0a643bb0@news.povray.org>
Look at the yellow one. It's the same.

"Slime" <fak### [at] emailaddress> wrote:
> You could try turning on
> jittering (+J I think) which might help. You could also try AA method 2
> (+AM2) or, again, higher sampling count on the AA'ed pixels (+R4 or even
> +R5).
>
>  - Slime
>  [ http://www.slimeland.com/ ]

The whole scene: (Basically all things from the insert menu)

  #include "colors.inc"
  #include "metals.inc"
  #include "transforms.inc"

#declare licht1 = 100/100;  // arealight 1     in Prozent geteilt durch 100:
 x/100
#declare licht2 = 100/100;  // arealight 2
#declare licht3 = 100/100;  // Spotlight 1
#declare licht4 = 100/100;  // Spotlight 2
#declare text_font001 = "cyrvetic.ttf"


#if (licht1>0)
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
  0*x                 // light's position (translated below)
  color rgb 0.3*licht1      // light's color
  area_light
  <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
  4, 4                // total number of lights in grid (4x*4z = 16 lights)
  adaptive 0          // 0,1,2,3...
  jitter              // adds random softening of light
  circular            // make the shape of the light circular
  orient              // orient light
  translate <40, 80, -40>   // <x y z> position of light
}
#end
#if (licht2>0)
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
  0*x                 // light's position (translated below)
  color rgb 0.8 *licht2      // light's color
  area_light
  <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
  4, 4                // total number of lights in grid (4x*4z = 16 lights)
  adaptive 0          // 0,1,2,3...
  jitter              // adds random softening of light
  circular            // make the shape of the light circular
  orient              // orient light
  translate <-40, 80, 40>   // <x y z> position of light
}
#end
#if (licht3>0)
// create a point "spotlight" (conical directed) light source
light_source {
  0*x                     // light's position (translated below)
  color rgb <1,1,1>*licht3       // light's color
  spotlight               // this kind of light source
  translate <40, 81, -40> // <x y z> position of light
  point_at <0, 0, 0>      // direction of spotlight
  radius 5                // hotspot (inner, in degrees)
  tightness 50            // tightness of falloff (1...100) lower is softer,
higher is tighter
  falloff 8               // intensity falloff radius (outer, in degrees)
}
#end
#if (licht4>0)
// create a point "spotlight" (conical directed) light source
light_source {
  0*x                     // light's position (translated below)
  color rgb <1,1,1>*licht4       // light's color
  spotlight               // this kind of light source
  translate <40, 81, -40> *< -1,1,1> // <x y z> position of light
  point_at <0, 0, 0>      // direction of spotlight
  radius 1                // hotspot (inner, in degrees)
  tightness 50            // tightness of falloff (1...100) lower is softer,
higher is tighter
  falloff 1.2               // intensity falloff radius (outer, in degrees)
}
#end

camera {
//  location  <0.0, 6.0, -0.0> *<1.4,3,3>
  location  <1.0, 2.0, -5.0> *<1.4,3,1> +y*1 scale 0.022
  look_at   <0.0, 0.0,  0.04>
  translate <0.04,0.003,0>
  right     x*image_width/image_height
  angle 55
}

// An infinite planar surface
// plane {<A, B, C>, D } where: A*x + B*y + C*z = D
plane {
  y, // <X Y Z> unit surface normal, vector points "away from surface"
  0  // distance from the origin in the direction of the surface normal
  hollow on // has an inside pigment?
    pigment { color rgb <1.0,1.0,1.0> }
//    pigment { color rgb <0.7,0.5,0.3> }
//  texture { T_Wood12  finish{phong 0.4} rotate y*90 scale 0.2}
}


// Zu zeigendes Object/Macro

//
//
#macro pen (pr,pml,peakl,number_of_sides,maintex,peaktex,minetex)
// pr = penradius; pml = pen main part length; peakl = whole peak's length;
// number_of_sides = number_of_sides;
// maintex / peaktex / minetex = texture of main part / peak / mine
  #local mineradius = pr/3.8;
  #local plane_x = cos( 2*pi/number_of_sides / 2 ) * pr;
  #local i=0;
  intersection{
    union{ cylinder {0 <0,pml,0> pr }
           cone{ <0,peakl/10,0> pr*11/10 <0,-peakl,0> 0
              texture { gradient y
                      texture_map {
                        [ 0.0 minetex ]
                        [ 0.3 minetex ]
                        [ 0.35 peaktex scale peakl/2]
                        [ 1.0 peaktex scale peakl/2]
                      }
                      scale peakl
              }
           }
    }
    #while (i<number_of_sides)
        plane { x, plane_x
          rotate y*i*360/number_of_sides
        }
        #local i=i+1;
    #end
    texture {
      function{sqrt(x*x+z*z)}
      texture_map {
        [ 0.0 maintex ]
        [ 0.935 maintex ]
        [ 0.945 minetex ]
        [ 1.0 minetex ]
      }
      scale pr
    }
  rotate z*-90
  }
#end
//
object { pen(0.0025,0.14,0.009,6,T_Brass_2B,T_Wood10,pigment{Red})
//  texture { T_Wood12 }
// T_Chrome_1A
  Rotate_Around_Trans (-y*30, <0.05, 0, 0>)
  translate y*0.01
}


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