POV-Ray

The Persistence of Vision Raytracer (POV-Ray).

This is the legacy Bug Tracking System for the POV-Ray project. Bugs listed here are being migrated to our github issue tracker. Please refer to that for new reports or updates to existing ones on this system.

IDCategoryTask TypeReported In  descPrioritySeveritySummaryStatusProgressDue In Version
99Refactoring/CleanupUnimp. Feature/TODO3.70 beta 36DeferVery LowRefactor engine (front- & back-end) code for Unicode su...Tracked on GitHub
0%
Future release Task Description

Front- & Back-end code should be refactored for full Unicode support in scene files and strings.

 66 Texture/Material/FinishFeature Request3.62DeferLow checker and cells pattern are slightly off-center Closed
100%
Task Description

In POV-Ray 3.6 (including 3.62), checker and cells patterns are off by 0.001 (1e-3) units, as can be demonstrated with this scene:

camera {
  location  <0.0, 0.0, -5.0>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}

box { <-1,-1,0>, <0,0,1> pigment { checker color rgb 1 color rgb 0 scale   0.2 translate <-0.5,-0.5,0> } finish { ambient 1 diffuse 0 } }
box { < 1, 1,0>, <0,0,1> pigment { checker color rgb 1 color rgb 0 scale   0.2 translate < 0.5, 0.5,0> } finish { ambient 1 diffuse 0 } }
box { < 1,-1,0>, <0,0,1> pigment { checker color rgb 1 color rgb 0 scale 200.0 translate < 0.5,-0.5,0> } finish { ambient 1 diffuse 0 } }
box { <-1, 1,0>, <0,0,1> pigment { checker color rgb 1 color rgb 0 scale 200.0 translate <-0.5, 0.5,0> } finish { ambient 1 diffuse 0 } }

The same can be demonstrated for the cells pattern.

POV-Ray 3.7 beta 34 is “clean”.

 171 Geometric PrimitivesDefinite Bug3.62Very LowLow CSG bounding box computation broken with shearing trans ...Closed
100%
Task Description

Bounding box computation for CSG intersection appears to be broken when one member is an arbitrarily transformed plane.

// +W640 +H480 +MB1

#include "transforms.inc"

camera {
  location  <-0.2, 0.5, -4.0>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}

sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.0 rgb <0.6,0.7,1.0>]
      [0.7 rgb <0.0,0.1,0.8>]
    }
  }
}

light_source {
  <0, 0, 0>            // light's position (translated below)
  color rgb <1, 1, 1>  // light's color
  translate <-30, 30, -30>
}

plane {
  y, -1
  pigment { color rgb <0.7,0.5,0.3> }
}

intersection {
  sphere {
    0.0, 1 }
  plane { -x, 0 transform { Shear_Trans(x,y+x*0.3,z) } }
  texture {
    pigment {
      radial
      frequency 8
      color_map {
        [0.00 color rgb <1.0,0.4,0.2> ]
        [0.33 color rgb <0.2,0.4,1.0> ]
        [0.66 color rgb <0.4,1.0,0.2> ]
        [1.00 color rgb <1.0,0.4,0.2> ]
      }
    }
    finish{
      specular 0.6
    }
  }
  rotate -y*5
}
 59 Geometric PrimitivesDefinite Bug3.70 beta 34Very LowHigh Cone intersection test broken Closed
100%
3.70 beta 35 Task Description

The following scene, showing an almost cylindrical cone floating above a plane, renders fine in POV 3.6.2, but is obviously broken in 3.7.0.beta.34:

camera {
  right     x
  up        y*image_height/image_width
  location  <80,50,40>
  look_at   <0,0,0>
}

light_source { <500,500,500> color rgb 1 }

cone {
  <0,0,30>, 11.303000, <0,0,-30>, 11.302999
  texture { pigment { color rgb 1 } }
}

plane { y, -20 texture { pigment { color rgb 0.3 } } }

The error occurs even with the -MB option, indicating that the problem has nothing to do with bounding, but is in the cone intersection testing code.

70PhotonsUnimp. Feature/TODO3.70 beta 34LowHighload/save photons should be controlled via command lineTracked on GitHub
0%
Task Description

Just like radiosity load/save, the photon mapping load/save mechanism should be moved to the frontend and controlled via command-line switch, instead of being SDL-driven in the backend.

 57 Texture/Material/FinishDefinite Bug3.70 beta 34Very LowMedium Compressed TIFF image_map renders all transparent Closed
100%
Task Description

The attached TIFF file was created with IC using compression. When used in an image_map, POV-Ray 3.7.0.beta.34 on Windows XP x64 renders the image all transparent, while POV-Ray 3.6.2 renders the file fine. The same effect can be seen with LZW-compressed TIFF files created with Adobe Photoshop 6.0.

Uncompressed TIFF files created with either IC or Photoshop render fine in both versions of POV-Ray.

Stepping through the code of POV-Ray 3.7.0 shows that the same code path is taken regardless of compression, but the libtiff library returns different alpha channel values, indicating a problem in that library. POV-Ray 3.7 still uses libtiff 3.6.1, whereas the POV-Ray 3.6 branch has been updated to libtiff 3.8.2, which according to the change history includes a few alpha-related changes.

60Geometric PrimitivesDefinite Bug3.70 beta 34Very LowMediumArtifacts using prism in CSGTracked on GitHub
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Future release Task Description

Using prisms in intersecion or difference CSG objects may cause artifacts in POV-Ray 3.6.2 as well as 3.7.0.beta.34, as demonstrated by the following code:


camera {
  right    -x
  up        y*image_height/image_width
  location  <-24,19,12>
  look_at   <0,0,0>
}

light_source { <100,200,100> color rgb 1 }

plane { y, -2 pigment { color rgb 1 } }


#declare KeyValue = 1.366; // pick any you like

difference {
  prism {
    linear_sweep -0.5,0.5, 4
    
    <-3,20-17>,
    <-3,KeyValue>,
    <-6,-3>,
    <-0,-5>
  }
  intersection {
    cylinder { <-7,-0.51,1>, <-7, 0.51,1>, 4.0 }
    plane { z, KeyValue }
  }
  pigment { color rgb 0.5 } 
}

Apparently the surface of the other object becomes visible when it exactly coincides with a vertex of the prism; probably there is a failure of the inside() test for such values.

 61 OtherDefinite Bug3.70 beta 34LowMedium Dispersion does not give proper results Closed
100%
Task Description

Source code inspection during examination of issues with the scene published at http://povray.sitewww.ch/?p=177 show the following issues with current (beta.34) implementation of dispersion in POV-Ray 3.7:

  • The same adjustment to the IOR that is applied at the very first dispersion interface is erroneously applied to all subsequent interfaces.
  • As an exception, dispersion adjustment is erroneously not applied to any interface defined by the surface of a non-dispersing object embedded into a dispersing object.

While this still allows to use dispersion for artistic effect, it is neither physically realistic, nor does it match 3.6 behavior.

65Parser/SDLFeature Request3.70 beta 34Very LowLowAdd support for vectors with functionsTracked on GitHub
0%
Future release Task Description

Being able to have functions operate on vectors would be pretty nice to have.

96Texture/Material/FinishFeature RequestNot applicableVery LowLowUser-defined warpsTracked on GitHub
0%
Future release Task Description

User-defined warps would be nice to have, something along the lines of:

warp {
  function { MyFnX(x,y,z) } // function to compute pattern-space x-coordinate from object-space <x,y,z> coordinate
  function { MyFnY(x,y,z) } // ditto for pattern-space y coordinate
  function { MyFnZ(x,y,z) } // ditto for pattern-space z coordinate
}

// a displacement warp:
warp {
  function { x + MyFnX(x,y,z) }
  function { y + MyFnY(x,y,z) }
  function { z + MyFnZ(x,y,z) }
}
248Parser/SDLFeature RequestNot applicableVery LowLowImplement mechanism to compute direction of a splineTracked on GitHub
0%
Future release Task Description

The SDL currently provides no way to compute the exact direction of a spline at a given location, even though mathematically this is a piece of cake: The first-order derivative of any spline section gives you the “speed” as a vector function, and is trivial to compute for polynomial splines (which are behind all spline types that POV-Ray supports); the normalized “speed” vector, in turn, gives the “pure” direction.

For exact direction/speed computations, I propose to extend the SDL invocation syntax as follows to allow for evaluating a spline’s derivative:

    SPLINE_INVOCATION:
        SPLINE_IDENTIFIER ( FLOAT [, SPLINE_TYPE] [, FLOAT] )

or

    SPLINE_INVOCATION:
        SPLINE_IDENTIFIER ( FLOAT [, FLOAT] [, SPLINE_TYPE] )

where the second FLOAT will specify the order of derivative to evaluate (defaulting to 0). In order to compute the position, direction, and acceleration of an object traveling along a certain spline, one could then for instance use:

    #declare S        = spline { ... }
    #declare Pos      = S(Time);
    #declare VSpeed   = S(Time,1);
    #declare VAccel   = S(Time,2);
    #declare Dir      = vnormalize(VSpeed);
    #declare Speed    = vlength(VSpeed);
    #declare AccelDir = vnormalize(VAccel);
    #declare GForce   = vlength(VAccel) / 9.81;

Alternatively, a mechanism may be devised to create a spline representing another spline’s derivative; however, it would be debatable whether the syntax should be parameter-like (being an added information that could be overridden again when creating other splines from such a derived spline), or operation-like (converting the spline), and in the latter case how it should affect spline type (and consequently control points); so the spline invocation parameter approach might be more straightforward, with less potential surprises for the user.

 30 Parser/SDLFeature RequestNot applicableDeferVery Low Custom progress information during parsing Closed
100%
Task Description

For some particularly “heavy” SDL scripts, it might be desirable to override (or complement) the standard “Parsing 47110815K tokens” progress information with some more helpful custom info, e.g. “Planting trees... (37%)”, or “Generating terrain mesh row 47 of 500”.

 51 Parser/SDLDefinite Bug3.70 beta 32Very LowCritical POV-Ray crashes hard on missing parenthesis Closed
100%
3.70 beta 35 Task Description

The following (bogus) SDL code causes POV-Ray 3.7 beta to crash hard with an access violation:

#include "fubar.inc"
Bar(42)
#macro FooBar() #end
//fubar.inc
#macro Foo(Fnord) #end
#macro Bar(Ignord) Foo(23 #end
7RadiosityUnimp. Feature/TODO3.70 beta 32LowMediumRe-implement Radiosity render abort/continue supportTracked on GitHub
0%
Task Description

For proper render abort/continue support, radiosity cache data must be written to (or read from) disk even if the user does not explicitly opt to have a sample data file written/read. This feature has temporarily been dropped from 3.7 beta and is still pending re-implementation.

To meet high-reproducibility requirements in conjunction with SMP operation, it may be necessary to extend the 3.6 radiosity cache file format.

 10 Parser/SDLFeature Request3.70 beta 32Very LowMedium Add support for specifying input images' gamma pre-corr ...Closed
100%
3.70 beta 40 Task Description

Input image files may have been created with gamma pre-correction for some specific target gamma, which may vary from image to image. Some file formats like PNG or HDR support embedding gamma pre-correction information in the image file, but this information may be missing or faulty, and some formats don’t support it at all. Additionally, it may be desirable to tamper with an input image’s gamma for artistic reasons.

Therefore, I suggest adding a means to explicitly specify input images’ originally intended target gamma on a per-image basis, like:

image_map { jpeg "MyImage.jpg" assumed_gamma 1.8 }
 39 DistributionDefinite Bug3.70 beta 32Very LowMedium "cats" and "life" sample scenes broken Closed
100%
3.70 release Task Description

The following files were garbled in changelist #4648 by stripping all line terminators, making the files unusable:

  • .../scenes/advanced/cats/cattext.inc
  • .../scenes/animations/life/blink4.inc
  • .../scenes/animations/life/walker.inc

Line terminators of these files were already problematic in previous versions of the file, having been CR-only.

The following files changed with #4648 should be reviewed closely as well, as they were previously CR-only, too, and at least some of them exhibit some peculiarities regarding line and/or file terminators:

  • .../scenes/animations/pentmap/pentmap.ini
  • .../scenes/animations/pentmap/pentmap.pov
  • .../scenes/animations/slinky/slnk.ini
  • .../scenes/incdemo/metals/metals.doc
  • .../scenes/incdemo/stones/stones.doc
  • .../scenes/incdemo/woods/morewood.doc
  • .../scenes/incdemo/woods/woods.doc
  • .../scenes/textures/pigments/skies/skies.doc
42OtherDefinite Bug3.70 beta 32Very LowMediumcommand line parameters are not parsed properly on UnixTracked on GitHub
0%
Task Description

POV-Ray does not follow common practice on command-line handling; for instance:

povray +i"My File"

entered on a Unix shell would be passed to POV-Ray as

povray
+iMy File

(each line representing a distinct parameter here), which POV-Ray would further dissect, interpreting it as

povray
+iMy
File

To achieve the desired effect, one would actually have to quote the string twice:

povray +i"'My File'"

which the shell would translate to

povray
+i'My File'

which POV-Ray would interpret as

povray
+iMy File

In both cases, this is obviously not what a Unix user would expect.

The further dissecting of individual command-line parameters may have had its valid roots in the peculiarities of DOS’ command-line handling, but to my knowledge all major contemporary operating systems follow a concept akin to Unix, passing a list of parameters instead of a monolithic command line, and burdening the respective command shells with the task of dissecting command lines into parameters.

Therefore I suggest to disable this anachronistic feature in favor of contemporary standards; a compiler flag might be used to allow for easy re-enabling of the feature, for compiling POV-Ray on exotic targets.

- edit -

It has been pointed out that the described behaviour differs from 3.6, so I’m promoting this to a bug and changing the title.

50Runtime errorPossible Bug3.70 beta 32Very LowMediumFrequent segfaults with photon scenesTracked on GitHub
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Task Description

I observe frequent segfaults with POV-Ray 3.7 betas when rendering scenes using photons:

  • Debian Linux 4.0r5 “etch” for AMD64
  • AMD Phenom X4 9650 2.3GHz, 6 GB RAM
  • POV-Ray compiled with Intel icpc 11.0

Segfaults are sporadic but frequent (occurring in roughly 50% of all photon renders).

4Subsurface ScatteringUnimp. Feature/TODO3.70 beta 32Very LowLowIntegrate Subsurface Scattering with standard lighting ...Tracked on GitHub
90%
Future release Task Description

Subsurface Scattering still uses its own rudimentary code to compute illumination from classic light sources; this must be changed to use the standard light source & shadow handling code, to add support for non-trivial light sources (e.g. spotlights, cylindrical lights, area lights), partially-transparent shadowing objects etc.

 5 Subsurface ScatteringUnimp. Feature/TODO3.70 beta 32Very LowLow Integrate Subsurface Scattering with Radiosity Closed
100%
Future release Task Description

Subsurface scattering must be made radiosity-aware.

6Subsurface ScatteringUnimp. Feature/TODO3.70 beta 32DeferLowIntegrate Subsurface Scattering with PhotonsTracked on GitHub
0%
Future release Task Description

Subsurface scattering must be made photon-aware.

8RadiosityUnimp. Feature/TODO3.70 beta 32DeferLowImprove Radiosity "Cross-Talk" Rejection in CornersTracked on GitHub
0%
Future release Task Description

Near concave edges, radiosity samples may be re-used at a longer distance away from the edge than towards the edge; there is code in place to ensure this, but it only works properly where two surfaces meet roughly rectangularly, while failing near the junction of three surfaces or non-rectangular edges, potentially causing “cross-talk”.

It should be investigated how the algorithm can be improved or replaced to better cope with non-trivial geometry.

 9 Parser/SDLFeature Request3.70 beta 32Very LowLow Add support for tuning brightness of image-mapped sky s ...Closed
100%
3.70 RC4 Task Description

Adjusting the brightness of an image-mapped sky sphere, although not an uncommon task especially when using HDR light probes, currently is cumbersome at best, as it is not possible to specify a “finish { ambient ... }” statement.

To simplify tuning a sky sphere’s brightness, I suggest introducing a “brightness FLOAT” modifier (defaulting to 1.0) to either the sky_sphere block or (as a more versatile solution) the image_map statement.

41OtherFeature Request3.70 beta 32Very LowLowimprove command-line parsing error messagesTracked on GitHub
0%
Task Description

POV-Ray 3.6, upon encountering problems when parsing command line and/or .ini file options, would quote the offending option in the error message.

POV-Ray 3.7 currently just reports that there is some problem with the command line, without providing any details. I suggest changing this, as the information may be helpful at times.

 45 DistributionPossible Bug3.70 beta 32Very LowLow Check & update sample scenes Closed
100%
3.70 release Task Description

Some sample scenes are no longer up-to-date, causing warnings, and should be fixed. For instance, the advanced/benchmark scene still includes “Buffer_Output=Off” and “Buffer_Size=0” in its .ini file. This should be checked systematically, and fixed as appropriate.

 49 Texture/Material/FinishPossible Bug3.70 beta 32Very LowLow number_of_waves default value not properly initialized Closed
100%
Task Description

When rendering a series of scenes (e.g. animation, or render queue in POV-Ray for Windows), number_of_waves is not properly reset to its default value between scenes, causing the parameter to default to the value set by the previous scene.

For instance, rendering the following scenes from a queue will cause “arches.pov” to be rendered differently the second time:

  1. scenes\textures\finishes\arches.pov
  2. scenes\textures\normals\normavg.pov
  3. scenes\textures\finishes\arches.pov (again!)
 52 Parser/SDLPossible Bug3.70 beta 32Very LowLow inside() function does not accept meshes despite valid  ...Closed
100%
Task Description

The parser does not accept mesh objects (or CSG objects including a mesh object) as a parameter to the inside() built-in function, reporting error “Solid object identifier expected”, even if the mesh is “solidified” by specifying an inside_vector.

(see news://news.povray.org:119/4a983716@news.povray.org)

 54 Texture/Material/FinishDefinite Bug3.70 beta 32Very LowLow Multi-textured blobs fail to increment trace level Closed
0%
Task Description

Trace level is not handled properly with blobs using per-component reflective or refractive textures, leading to lockups. Stepping through the code, it seems that POV-Ray fails to properly mark the blob object as increasing the trace level.

(Until this bug is fixed, the issue can be worked around in most cases by assigning a reflective texture to the blob as a whole.)

58Parser/SDLUnimp. Feature/TODO3.70 beta 32DeferLowallow SDL code to detect optional featuresTracked on GitHub
0%
Task Description

Some features are optional in custom builds of POV-Ray (I’m thinking about OpenEXR in particular); it would be nice to have a syntax for an SDL script to check for support of such features, so it may take some fallback action if the feature is not supported.

 48 Geometric PrimitivesDefinite BugAllLowHigh CSG bounding box computation broken with shearing trans ...Closed
100%
Task Description

Bounding box computation for CSG intersection appears to be broken when one member is an arbitrarily transformed plane.

POV-Ray 3.6.2 has the same problem (can’t test for 3.6.1).

// +W640 +H480 +MB1

#include "transforms.inc"

camera {
  location  <-0.2, 0.5, -4.0>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}

sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.0 rgb <0.6,0.7,1.0>]
      [0.7 rgb <0.0,0.1,0.8>]
    }
  }
}

light_source {
  <0, 0, 0>            // light's position (translated below)
  color rgb <1, 1, 1>  // light's color
  translate <-30, 30, -30>
}

plane {
  y, -1
  pigment { color rgb <0.7,0.5,0.3> }
}

intersection {
  sphere {
    0.0, 1 }
  plane { -x, 0 transform { Shear_Trans(x,y+x*0.3,z) } }
  texture {
    pigment {
      radial
      frequency 8
      color_map {
        [0.00 color rgb <1.0,0.4,0.2> ]
        [0.33 color rgb <0.2,0.4,1.0> ]
        [0.66 color rgb <0.4,1.0,0.2> ]
        [1.00 color rgb <1.0,0.4,0.2> ]
      }
    }
    finish{
      specular 0.6
    }
  }
  rotate -y*5
}
44RadiosityFeature RequestAllVery LowLowImprove Normals Handling in RadiosityTracked on GitHub
0%
Future release Task Description

Currently, radiosity does not make use of the fact that pertubed normals would theoretically just require a different weighting of already-sampled rays, leading to the following issues:

  • Honoring normal pertubations in radiosity leads to an increased number of samples, slowing down sample cache lookup.
  • The increased number of samples is generated from a proportionally higher number of sample rays, slowing down pretrace even further.
  • Low-amplitude pertubations tend to be smoothed out; “reviving” these is only possible by increasing the general sample density.
  • Handling of multi-layered textures with different normal pertubations is currently poorly implemented.

As a solution, I propose to store for each radiosity sample not only the resulting illumination for a perfectly unpertubed normal, but from the same set of sample rays also compute the illumination for an additional set of about a dozen standardized pertubed-normal directions, and interpolate among these when computing the radiosity-based illumination for a particular point that has a pertubed normal.

For backwards compatibility, this method of dealing with pertubed normals in radiosity might be activated by a different value for the “normal” statement in the radiosity block, say, “normal 2”.

 67 Texture/Material/FinishDefinite BugAllVery LowLow alpha channel in image map is ignored for shadows Closed
100%
3.70 beta 37 Task Description

In the following scene, the mesh object will always cast a fully-opaque shadow, even if the image has an alpha channel:

camera {
  location  <0.5, 1.0, -1.0>
  look_at   <0.5, 0.0,  0.5>
}

light_source { <0, 30, 0> color rgb 1 }

mesh {
    triangle { <0,0,0>, <1,0,0>, <1,0,1> uv_vectors <0,0>, <1,0>, <1,1> }
    triangle { <0,0,0>, <1,0,1>, <0,0,1> uv_vectors <0,0>, <1,1>, <0,1> }
    texture { pigment { uv_mapping image_map {png "FOOBAR.png"} } }
}

plane { y, -0.1 pigment { color rgb 1 } }

The following modification to the texture will give the expected results:

    texture { uv_mapping pigment { image_map {png "FOOBAR.png"} } }

The problem can be observed with both POV-Ray 3.7 (tested with beta.34), as well as 3.6 (tested with 3.6.2).

 270 OtherDefinite Bug3.70 releaseMediumHigh render abort-continue (+C) sometimes skips blocks Closed
100%
Task Description

When aborting a render when there are unfinished blocks among finished ones, under certain conditions some of those blocks are skipped when continuing the render later.

 315 Geometric PrimitivesDefinite Bug3.70 releaseVery LowLow inverse keyword does not work properly with quadrics Closed
100%
3.71 release Task Description

As the following scene demonstrates, the “inverse” keyword produces unexpected results with quadrics.

Left: a sphere primitive as reference
Right: a sphere-shaped quadric primitive (sphere-shaped)

Top: plain
Bottom: inverse

The objects are clipped in half to better demonstrate the effect. Regular texture is shown in white, interior_texture in red; the surface normal of a selected point (blue) as returned by trace() is shown in green.

Note how the sphere’s surface normal, as well as the textures, are flipped when “inverse” is used (this is the intended standard behaviour of all objects), while the quadric’s normal and textures erroneously remain uchanged.

// +w800 +h600

#version 3.7;

global_settings{ assumed_gamma 1.0 }

#default{ finish { ambient 0.1 diffuse 0.9 specular 0.5 }} 

camera {
  perspective
  angle 40
  right     x*image_width/image_height
  location  <0,0,-10>
  look_at   <0,0,0>
}

light_source{ < 1000,3000,-3000> color rgb 1 }

background { color rgb 0.5 }

#declare T_White = texture { pigment { color rgb   1 } }
#declare T_Red   = texture { pigment { color red   1 } }
#declare T_Green = texture { pigment { color green 1 } }
#declare T_Blue  = texture { pigment { color blue  1 } }

#declare TopLeft     = sphere { 0, 1 }
#declare BottomLeft  = sphere { 0, 1 inverse }

#declare TopRight    = quadric { <1,1,1>, <0,0,0>, <0,0,0>, -1 }
#declare BottomRight = quadric { <1,1,1>, <0,0,0>, <0,0,0>, -1 inverse }

#macro Mac(Obj, P, D)
  union {
    #local N = <0,0,0>;
    #local O = <-0.6,0.4,-10>;
    #local Q = trace(Obj, O, D, N);
    #if (vlength(N) > 0)
      sphere { Q, 0.05 texture { T_Blue } }
      cylinder { Q, Q + N, 0.02 texture { T_Green } }
    #else
      cylinder { O, O + D*10000, 0.02 texture { T_Red } }
    #end
    object { Obj texture { T_White } interior_texture { T_Red } clipped_by { box { <-1,-1,-1>, <0,1,1> rotate y*30 } } }
    translate P
  }
#end

Mac(TopLeft,     <-1.2, 1.2, 0>, z)
Mac(TopRight,    < 1.2, 1.2, 0>, z)
Mac(BottomLeft,  <-1.2,-1.2, 0>, z)
Mac(BottomRight, < 1.2,-1.2, 0>, z)
 316 Geometric PrimitivesDefinite Bug3.70 releaseVery LowLow inverse keyword does not work properly with fractals Closed
100%
3.71 release Task Description

As the following scene demonstrates, the “inverse” keyword produces unexpected results with fractals.

Left: a sphere primitive as reference
Right: a julia fractal

Top: plain
Bottom: inverse

The objects are clipped in half to better demonstrate the effect. Regular texture is shown in white, interior_texture in red; the surface normal of a selected point (blue) as returned by trace() is shown in green.

Note how the sphere’s surface normal, as well as the textures, are flipped when “inverse” is used (this is the intended standard behaviour of all objects), while the fractal’s normal and textures erroneously remain uchanged.


// +w800 +h600

#version 3.7;

global_settings{ assumed_gamma 1.0 }

#default{ finish { ambient 0.1 diffuse 0.9 specular 0.5 }} 

camera {
  perspective
  angle 40
  right     x*image_width/image_height
  location  <0,0,-10>
  look_at   <0,0,0>
}

light_source{ < 1000,3000,-3000> color rgb 1 }

background { color rgb 0.5 }

#declare T_White = texture { pigment { color rgb   1 } }
#declare T_Red   = texture { pigment { color red   1 } }
#declare T_Green = texture { pigment { color green 1 } }
#declare T_Blue  = texture { pigment { color blue  1 } }

#declare TopLeft     = sphere { 0, 1 }
#declare BottomLeft  = object { TopLeft inverse }

#declare TopRight    = julia_fractal{ <-0.083,0.0,-0.83,-0.025> quaternion sqr max_iteration 8 precision 20 scale 0.9 }
#declare BottomRight = object { TopRight inverse }

#macro Mac(Obj, P, D)
  union {
    #local N = <0,0,0>;
    #local O = <-0.6,0.4,-10>;
    #local Q = trace(Obj, O, D, N);
    #if (vlength(N) > 0)
      sphere { Q, 0.05 texture { T_Blue } }
      cylinder { Q, Q + N, 0.02 texture { T_Green } }
    #else
      cylinder { O, O + D*10000, 0.02 texture { T_Red } }
    #end
    object { Obj texture { T_White } interior_texture { T_Red } clipped_by { box { <-2,-2,-2>, <0,2,2> rotate y*30 } } }
    translate P
  }
#end

Mac(TopLeft,     <-1.2, 1.2, 0>, z)
Mac(TopRight,    < 1.2, 1.2, 0>, z)
Mac(BottomLeft,  <-1.2,-1.2, 0>, z)
Mac(BottomRight, < 1.2,-1.2, 0>, z)
 318 Texture/Material/FinishDefinite Bug3.70 releaseVery LowLow method 3 (default) scattering media is too bright & cau ...Closed
100%
3.71 release Task Description

The following scene demonstrates how media sampling method 3 gives inaccurate results with scattering media.

The scene shows four spheres with uniform media, using (left to right) sampling methods 1, 2 and 3 with default settings, and sampling method 3 with high minimum sample count, respectively.

Note how changing the sample count significantly affects the result, despite the media being uniform.

Code analysis shows that the root cause is an underestimation of the extinction effect on the light scattered by the media, corresponding in order of magnitude to half the distance between mandatory samples (as defined by minimum sample count).

The effect also leads to visible artifacts when nesting hollow objects inside the media, as can be demonstrated by un-commenting the four smaller spheres.

#version 3.7;

camera {
  perspective angle 25
  location  <0.0 , 0.0 ,-20.0>
  right     x*image_width/image_height
  look_at   <0.0 , 0.0 , 0.0>
}

light_source {
  <0,3000,-3000> color rgb 1
}

background { color rgb 0.5 }

plane {
  <0,1,0>, -1
  texture { pigment { checker color rgb<1,1,1>*1.2 color rgb<0.25,0.15,0.1>*0 } }
}

#declare T_Transparent = texture {
  pigment { color rgbt <1,1,1,1> } finish { diffuse 1 }
}

sphere { <-3,0,0>, 1.00 
  texture { T_Transparent }
  hollow
  interior {
    media {
      scattering { 1 color rgb 2 extinction 1 }
      method 1
    }
  }
}

sphere { <-1,0,0>, 1.00 
  texture { T_Transparent }
  hollow
  interior {
    media {
      scattering { 1 color rgb 2 extinction 1 }
      method 2
    }
  }
}

sphere { <1,0,0>, 1.00 
  texture { T_Transparent }
  hollow
  interior {
    media {
      scattering { 1 color rgb 2 extinction 1 }
      method 3
    }
  }
}

sphere { <3,0,0>, 1.00 
  texture { T_Transparent }
  hollow
  interior {
    media {
      scattering { 1 color rgb 2 extinction 1 }
      method 3
      samples 100
    }
  }
}

/*
sphere { <-3,0,0>,0.8 texture { T_Transparent } hollow }
sphere { <-1,0,0>,0.8 texture { T_Transparent } hollow }
sphere { < 1,0,0>,0.8 texture { T_Transparent } hollow }
sphere { < 3,0,0>,0.8 texture { T_Transparent } hollow }
*/
 68 Setup/InstallPossible Bug3.61Very LowLow Unix configure script does not accept newer libpng vers ...Closed
100%
Task Description

The configure script for unix uses a dumb string compare to test whether libpng version is 1.2.5 or higher, leading it to reject (for instance) libpng 1.2.27 and unnecessarily compile and statically link the older libpng version it comes with.

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