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 InPrioritySeveritySummary  descStatusProgressDue In Version
264PhotonsUnimp. Feature/TODO3.70 RC6DeferLowImprove precision of photon direction informationTracked on GitHub
0%
Task Description

In the photons map, the direction of each photon is stored as separate latitude & longitude angles (encoded in one byte each), causing the longitudinal direction component’s precision to be unnecessarily high for directions close to the “poles” (Y axis); in addition, encoded value -128 is never used. For better overall precision as well as precision homogenity, the following scheme could be used instead:

  • Encode the latitude (-pi/2 to +pi/2) into LatCount=226 distinct values (= 256*sqrt(pi)/2) rounded to the next even number) from 0 to LatCount-1 using
latCode = (int)((LatCount-1) * (lat/M_PI + 0.5) + 0.5)
  • For each latitude code, define a specific number of encodable longitude values, LngCount[latCode] = approx. cos(lat)*pi*65536/(2*LatCount); this can be a pre-computed table, and may need slight tweaking for optimum use of the code space. Encode the longitude (-pi to +pi) into a value from 0 to (LngCount[lat]-1) using
LC = LngCount[latCode];
lngCode = (int)(LC * (lng/(2*M_PI) + 0.5) + 0.5) % LC;
  • Besides LngCount[latCode], also store the sum of LngCount[i] with i < latCode as LatBase[latCode]; encode the direction as
dirCode = LatBase[latCode] + lngCode;
  • For decoding, a simple lookup from a precomputed list of directions could be used (2^15 entries, i.e. one hemisphere, will suffice). To conserve space, direction vectors could be scaled by (2^N-1) and stored as (N+1)-bit signed integer triples rather than floating point values; due to the limited precision of the lat/long information, 8 bits per coordinate might be enough, giving a table size of 96k. A full double-precision table would require 786k instead.
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”.

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

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.

50Runtime errorPossible Bug3.70 beta 32Very LowMediumFrequent segfaults with photon scenesTracked on GitHub
0%
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).

 97 OtherPossible Bug3.70 beta 36Very LowLow Forward-slash pathnames not fully supported in Windows  ...Closed
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3.70 beta 38 Task Description

The current Windows version of POV-Ray does not fully support forward slashes in pathnames; specifically, POV-Ray fails to recognize drive letters when followed by a forward slash, e.g. “C:/foo/bar.pov” or “C:/foo\bar.pov”, rejecting such names for e.g. Input_File_Name.

306Subsurface ScatteringDefinite Bug3.70 RC7Very LowHighfinish subsurface block before global_settings subsurfa...Tracked on GitHub
0%
3.71 release Task Description

The following scene causes a crash:

sphere {
  <0,0,0>, 1
  finish { subsurface { translucency 1.0 } }
}

global_settings {
  subsurface { }
}
 271 Texture/Material/FinishDefinite Bug3.70 RC6DeferLow filter affects object's own brightness in an improper w ...Closed
100%
3.70 release Task Description

The following scene has four spheres with different pigment color & filter settings:

- Left: filter 1
- Right: filter 0

- Top: red 0.0 green 0.5 blue 1.0
- Bottom: red 0.00 green 0.05 blue 0.10 (10% of the above)

Background is set to black, so that we only see the diffuse component of the object’s effective color.

Theoretically, both left spheres should be invisible, as they are fully transmissive (with a filtering effect), but apparently with a high filter setting, reducing an object’s pigment color actually increases the object’s effective diffuse color.

//+w600 +h600

global_settings{ assumed_gamma 1.0 }

camera {
  orthographic
  location  <0,0,-10>
  right 4*x
  up 4*y
  look_at   <0,0,0>
}

light_source{<10,10,-10> color rgb 1 parallel }

background { color rgb 0 }

default {
  finish {
    ambient 0
    diffuse 1
    specular 0
    phong 0
    reflection { 0.0 }
  }
}


sphere { <-1, 1, 0>, 0.8 texture { pigment { color rgb <0,0.5,1.0> filter 1.0 } } }
sphere { < 1, 1, 0>, 0.8 texture { pigment { color rgb <0,0.5,1.0> filter 0.0 } } }

sphere { <-1,-1, 0>, 0.8 texture { pigment { color rgb <0,0.5,1.0>*0.1 filter 1.0 } } }
sphere { < 1,-1, 0>, 0.8 texture { pigment { color rgb <0,0.5,1.0>*0.1 filter 0.0 } } }

This bug has been around in 3.6 already.

 88 Image formatDefinite Bug3.70 beta 36Very LowLow File output code does not properly handle negative colo ...Closed
100%
3.70 beta 37 Task Description

File output code for virtually all file formats performs gamma correction on unclipped color values, which leads to issues when color values happen to be negative for some reason and gamma does not happen to be an integer value such as 1.0 or 2.0. As a consequence, subsequent steps (clipping and converting to integer) apparently produce compiler-dependent results. Compiled with Microsift or Intel compilers, POV-Ray seems to write zero brightness in such cases, while compiled with g++ 4.4 (and possibly other compilers) it seems to write full brightness instead.

(See thread news://news.povray.org:119/4ba819f6@news.povray.org for examples.)

The proper solution should be to apply gamma correction after clipping.

301OtherDefinite Bug3.70 RC7Very LowLowFallback to default image size causes wrong values to b...Tracked on GitHub
50%
Task Description

When resolution is not specified (neither via POVRAY.INI nor via QUICKRES.INI nor via command line or custom .ini file), random values are displayed for image resolution in the Image Output Options message output. (The actual render will be performed at the default size of 160×120 pixels though.)

 238 Parser/SDLPossible Bug3.70 RC4Very LowHigh Error during #read causes file to be kept open Closed
100%
3.70 RC7 Task Description

Consider the following script:

  #fopen F "foo.txt" read
  #read (F, Foo)
  #debug concat ("'", Foo, "'\n")
  #fclose F

Now assume that foo.txt erroneously contains unquoted text (which will result in a parse error):

  Blah

When the error is reported, POV-Ray for Windows will helpfully open foo.txt, but any attempt to save a corrected version of foo.txt will fail until you exit the POV-Ray GUI, presumably because foo.txt is not properly closed by the parser.

 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.

183Texture/Material/FinishPossible Bug3.70 beta 40Very LowLowcutaway_textures broken with child unionsTracked on GitHub
50%
Future release Task Description

When using cutaway_textures in a CSG object that has union children, results are not as expected; instead, surfaces in the union children that have no explicit texture will be rendered with the default texture instead. This is not the case for e.g. difference children.

Example:

#default { texture { pigment { rgb 1 } } }

camera {
  right x*image_width/image_height
  location  <0,1.5,-4>
  look_at   <0,1,0>
}

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

#declare U = union {
  sphere { <0,-0.1,-1>, 0.3 }
  sphere { <0, 0.1,-1>, 0.3 pigment { color red 1 } }
}

intersection {
  sphere { <0,0,0>, 1 pigment { color green 1 } }
  object { U }
  cutaway_textures
  rotate y*90
}

When declaring U as an intersection instead, the results are as expected, with the surface of the first sphere in U being rendered with the texture defined in the outer intersection.

 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”.

 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
}
 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
}
302OtherPossible Bug3.70 RC7Very LowLowconfusing error message when .ini file cannot be parsedTracked on GitHub
0%
Task Description

When a command-line parameter in an .ini file cannot be parsed (such as “+a.3”), POV-Ray reports a “Problem with setting”, quoting the command line, rather than indicating that the problem occurred in an .ini file. This leads the user to think that the problem is with the command line itself, unnecessarily confusing him.

 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.

 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.

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.

 266 FrontendDefinite Bug3.70 RC6Very LowLow command line options in ini files don't accept quoted s ...Closed
100%
3.70 RC7 Task Description

Quoted strings as parameters to command-line options work on the command line but not in INI files; e.g.:

+i"test.pov"

Root cause has already been identified (actually the problem was found during code inspection) and a fix is under way.

275Light sourceDefinite Bug3.70 RC7Very LowLowcircular area lights exhibit anisotropyTracked on GitHub
50%
Future release Task Description

circular area lights exhibit some anisotropy, being brighter along the diagonals than on average, as can be demonstrated with the following scene:

//+w800 +h800
#version 3.7;
global_settings{assumed_gamma 1}
plane{-z,-10 pigment{rgb 1} finish{ambient 0 brilliance 0}}
disc{0,z,10000,0.5}
camera{orthographic location z look_at 10*z up y*12 right x*12}
light_source{-10*z rgb 10 area_light 10*x 10*y 257 257 adaptive 4 circular}
 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”.

 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.

 200 Geometric PrimitivesDefinite Bug3.70 RC3Very LowLow Calibri TrueType font garbled Closed
100%
3.70 RC4 Task Description

original post on povray.beta-test:

POV-Ray 3.7.0.RC3 on Slackware 13.0 x86_64.
I pointed povray to use the calibri.ttf font over on my Windows 7 partition.
The result is garbled - strange letters with accents appear instead of the
expected text. (KDE's kfontview opens calibri.ttf OK, with nothing strange).

Pointing povray to use other fonts of Win7, e.g. comic.ttf and arial.ttf, was
OK.

I solved the problem by pushing calibri.ttf through fontforge and resaving it
as mycalibri.ttf.

Cheers,
Peter

Confirmed with development version on Windows XP x64.

Possibly a similar problem as  FS#162 .

 116 Texture/Material/FinishDefinite Bug3.70 beta 37aVery LowLow assertion fails when using "filter all" with small-pale ...Closed
100%
3.70 beta 38 Task Description

When using “filter all VALUE” with an image_map using a 4-bit (16-color) paletted bmp image, debug builds of POV-Ray fail with an assertion.

According to code analysis, other paletted image formats with <256 palette entries are also likely to be affected; similar assertion fails can be expected when using the “filter INDEX, VALUE” feature on such files with an index exceeding the palette size. “transmit” shows the same flaws.

60Geometric PrimitivesDefinite Bug3.70 beta 34Very LowMediumArtifacts using prism in CSGTracked on GitHub
0%
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.

 223 Geometric PrimitivesDefinite Bug3.70 RC3Very LowLow Artifacts in thin torus Closed
100%
Task Description

Thin tori exhibit artifacts in 3.7.0 RC3 when the camera is placed inside the torus close to its “center plane”, as can be demonstrated with the following scene:

camera {
  location  <0.0, 0.0, -0.5>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
  angle 1
}

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

torus {
  1, 0.001
  texture { pigment { color red 1 } }
}
 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).

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.

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.

 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.

 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 }
177Light sourceFeature Request3.70 beta 39Very LowLowAdd support for conserve_energy to shadow computationsTracked on GitHub
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Task Description

The following scene gives a comparison of current conserve_energy handling in standard shadow computations vs. photons.

Note how the rather highly reflective slabs fail to cast shadows, except where the photons target sphere enforces computation of shadow brightness to be done by the photons algorithm.

For more realistic shadowing without the need to enable photons, I suggest do add proper conserve_energy handling to the shadow computation code (which shouldn’t be too much effort).

global_settings {
  max_trace_level 10
  photons { spacing 0.003 media 10 }
}

camera {
  right x*image_width/image_height
  location  <-2,2.6,-10>
  look_at   <0,0.75,0>
}

light_source {
  <500,300,150>
  color rgb 1.3
  photons {
    refraction on
    reflection on
  }
}

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>]
    }
  }
}

plane {
  y, 0
  texture { pigment { color rgb 0.7 } }
}

#declare M_Glass=
material {
  texture {
    pigment {rgbt 1}
    finish {
      ambient 0.0
      diffuse 0
      specular 0.2 // just to give a hint where the sphere is
    }
  }
  interior { ior 1.0 }
}

#declare M_PseudoGlass=
material {
  texture {
    pigment {rgbt 1}
    finish {
      ambient 0.0
      diffuse 0.5
      specular 0.6
      roughness 0.005
      reflection { 0.3, 1.0 fresnel on }
      conserve_energy
    }
  }
  interior { ior 1.5 }
}


sphere {
  <1.1,1,-1.3>, 1
  material { M_Glass }
  photons {
    target 1.0
    refraction on
    reflection on
  }
}

// behind target object
box {
  <-0.2,0,-2.3>, <0.0,4,0.3>
  material { M_PseudoGlass }
  rotate z*1 // just to better see the reflection of the horizon
}

// before target object
box {
  <2.4,0,-2.3>, <2.6,4,-0.3>
  material { M_PseudoGlass }
  photons { pass_through }
  rotate z*1 // just to better see the reflection of the horizon
}
 304 Parser/SDLDefinite Bug3.70 RC7Very LowLow #for-loop may fail to perform last iteration Closed
100%
3.70 release Task Description

Using an end value of 1048576 or larger in a #for loop will cause the last iteration to be skipped, as can be demonstrated by the following code:

#declare N = 2000000;
#debug concat(”N = “,str(N, 0,50),”\n”)
#debug concat(”N-5 = “,str(N-5,0,50),”\n\n”)
#for (I, N-5, N, 1)

#debug concat("I   = ",str(I,0,50),"\n")

#end

(The limit was observed with a Win64 build; other builds may exhibit other limits or might even work fine, depending on the floating point engine used.)

As this limit is still far below the numeric precision limit, and a corresponding #while loop works fine with much higher values, this must be considered a bug rather than an inevitable limitation.

The bug can be tracked down to a faulty condition in tokenize.cpp, Parser::Parse_Directive(), CASE(END_TOKEN), case FOR_COND:

    if ( ((Step > 0) && (*CurrentPtr >= End + EPSILON)) ||
         ((Step < 0) && (*CurrentPtr <= End - EPSILON)) )

which should instead be:

    if ( ((Step > 0) && (*CurrentPtr > End + EPSILON)) ||
         ((Step < 0) && (*CurrentPtr < End - EPSILON)) )
 268 Parser/SDLDefinite Bug3.70 RC6Very LowLow "naked" pigment statement does not properly override pr ...Closed
100%
Task Description

A pigment statement not wrapped in a texture statement does not properly override a pigment previously defined for the object. In the following SDL code:

  #declare PLANE = plane { y,0
    texture {
      pigment { checker color rgb 1 color rgb 0 scale 0.1 }
  } }
  object { PLANE
    pigment { checker color red 1 color blue 1 scale 1.0 }
  }

the scaling of the pigment previously specified for the PLANE object is retained for the new pigment. Compare:

  #declare PLANE = plane { y,0
    texture {
      pigment { checker color rgb 1 color rgb 0 scale 0.1 }
  } }
  object { PLANE
    texture {
      pigment { checker color red 1 color blue 1 scale 1.0 }
  } }

which behaves as expected.

The issue has been around at least since POV-Ray 3.6.2.

 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
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