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 InPrioritySeverity  descSummaryStatusProgressDue In Version
 233 Parser/SDLPossible Bug3.70 RC3Very LowLow Picture index out of range. - Fatal error in renderer:  ...Closed
100%
3.70 RC7 Task Description

As posted in povray.beta-test 2012-01-14 with the same subject.

OS Win7 32 bit

The following code fails with the following message:
Picture index out of range.
Picture index out of range.
Fatal error in renderer: Uncategorized error.
Render failed

The texture scale is relevant.

It does not fail in Pov 3.62
The image map can be downloaded from:
http://www.mmedia.is/~bjj/data/s_rings/sat_ring_color.png

(Attached)

#version 3.7;

global_settings {
adc_bailout 0.0039
ambient_light rgb <1.000,1.000,1.000>
assumed_gamma 1.00
irid_wavelength rgb <0.250,0.180,0.140>
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}

background { colour rgb <0.000,0.000,0.000> }

#declare Ring_Texture1 =
texture {
uv_mapping
pigment {

image_map{
 png "sat_ring_color.png"
 interpolate 2
 map_type 0
}
rotate    <90.000,90.000,0.000>

}

finish {

ambient     rgb <0.100,0.100,0.100>
brilliance  1.000
crand       0.000
diffuse     0.600
metallic    0.000
phong       0.000
phong_size  40.000
specular    0.000
roughness   0.050

}

}

#declare Camera0 =
camera {
perspective
location <3843.816,38.892,-2660.667>
up y
right 1.333*x
angle 33.000
sky ←0.004,1.000,0.002>
look_at < 0.449, 18.943, 0.102 >
} end Camera0 disc { Disc0
0,y,4.400000,2.500000
texture{ Ring_Texture1 }

  scale     <750.000000,750.000000,750.000000>      // Fails 32 bit

scale <800.000000,800.000000,800.000000> Fails 64 bit
scale <600.000000,600.000000,600.000000> does not fail
rotate <0.000000,0.000000,-20.000000>
translate ←3500.000000,900.000000,900.000000>
} end Disc0 camera{ Camera0 } ///

 234 FrontendDefinite Bug3.70 RC3Very LowLow The +GD flag does not work Closed
100%
3.70 RC7 Task Description

The +GD flag gives me an “Invalid parameter” error, whether on the command line or in a .ini file.

Debug_File= still works.

I reported this in povray.beta-test, but did not receive a response.

The problem occurs in both Windows 7 and in Linux.

 249 Parser/SDLDefinite Bug3.70 RC6Very LowLow UTF-8 files with BOM not accepted Closed
100%
3.70 RC7 Task Description

POV-Ray fails to accept UTF-8 encoded files with a leading Byte Order Mark.

According to the code it was intended to recognize a leading BOM (or, more precisely, leading non-ASCII code sequences) and automatically switch to UTF-8, so this must be considered a bug rather than a missing feature.

 257 OtherDefinite Bug3.70 RC6Very LowLow POV-Ray cannot find input file when resuming to render  ...Closed
100%
3.70 RC7 Task Description

How to reproduce:

# An empty directory, an empty source file.
$ mkdir test && cd test && touch test.pov
# Generate the first 24 frames.
$ povray -D +KFF24 +Itest.pov +Otest.png
# Try to generate the 25th frame.
# `25' after `+KFF' can be changed to any integer greater than 24.
$ povray -D +C +KFF25 +Itest.pov +Otest.png

What happens:

==== [Parsing...] ==========================================================
Possible Parse Error: Cannot find file 'test.pov', even after trying to append
 file type extension.
Parse Error: Cannot open input file.
Fatal error in parser: Cannot parse input.
Render failed

OS: Gentoo AMD64 unstable
POV-Ray version: 3.7.0 rc5

 258 EditorDefinite Bug3.70 RC6Very LowLow backspace problem at start of line Closed
100%
3.70 RC7 Task Description

Using POV-Ray 3.7 RC6 64bit for Windows
I have problems in the POV-Ray editor with ‘backspace’:

When using backspace at start of line
it does not only kill the return/line feed, but also
everything of the line what’s beneath the upper line.

Sample: (here ‘|’ is used for the current cursor position!)

//--------------------------------------
texture { pigment{ Red }
|         normal { bumps 0.5 scale 0.1 }
//--------------------------------------

hitting backspace results in:

//--------------------------------------
texture { pigment{ Red }| 0.5 scale 0.1 }
//--------------------------------------

and not as expected:

//--------------------------------------
texture { pigment{ Red }|         normal { bumps 0.5 scale 0.1 }
//--------------------------------------

With 3.6.2 and with RC3 (latest old beta I found on my computers)
this was no problem!

I already reported this on 17-Sept-2012 at
http://news.povray.org/povray.beta-test/thread/%3C5056f452%241%40news.povray.org%3E/

 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.

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.

26Geometric PrimitivesDefinite Bug3.61Very LowLowArtifacts rendering a cloth which has two-side texturesTracked on GitHub
0%
Future release Task Description

Dear PovRay maintainers and developers, congratulations for your great RayTracer!

We think that we have found a bug while we were rendering a piece of cloth.

In this piece of cloth were defined two textures, one for one side and one for the another side:

  texture { mesh_tex0_0 }
  interior_texture { mesh_tex0_1 }
  • Please: Look at line 77414 of the attached file “test.pov” to see

these definitions in their original context.

We have found some artifacts in the final rendering, in concrete near some wrinkles,
please, look at the attached file “render_artifacts.tga”, I have painted a big green arrow
near the artifacts, maybe you’ll need to do a zoom to see them more accurately.

They are as though the texture of the other side was painted in the incorrect side.

Fortunately, we have a patch to fix this bug (thanks to Denis Steinemann, he made the
implementation for PovRay 3.5, so I have adapted these changes to release 3.6.1)

Although we have found this bug in the Windows and Linux 3.6.1 releases,
the patch was generated in Linux (using the source code release of “povray-3.6.1”).

To apply this patch, inside the parent folder of the directory “povray-3.6.1” execute:

            patch -p0 < other_side_artifacts.patch

And the “povray-3.6.1” will be patched and you will get a console output like this:

 patching file povray-3.6.1/source/lighting.cpp
 patching file povray-3.6.1/source/mesh.cpp
 patching file povray-3.6.1/source/render.cpp

We don’t know if this “hack” is enough smart to apply in the next release,
but we think that it fixes the bug (the artifacts dissapear).

Best regards and thank you very much for your great RayTracer!

27OtherFeature Request3.70 beta 32Very LowLowAdd texture support to background statementTracked on GitHub
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Future release Task Description

Adding full texture statement support to the background statement (with a scale of 1/1) aligned with the image_map direction of an image would allow i.e. specifying an image as background easily.

28FrontendFeature Request3.70 beta 32Very LowLow#debug message not displayed.Tracked on GitHub
0%
Future release Task Description

The #debug message stream is only being flushed when it hits a newline character,
instead of after each #debug statement. This means that some final strings don’t show up.

#debug "This line prints,\n but this line doesn't."
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”.

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

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

79Source codeFeature Request3.70 beta 35aVery LowLowFull-Featured Test-Scene to check the correctness of po...Tracked on GitHub
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Future release Task Description

Hi,

it would be nice if there exists a test scene (not a benchmark) which has a high coverage of povray source and can be used as correctness validation of povray. It schould be produce an image which can be compared to a golden reference image.

It may be also possible to create a regression test suite which does automatic comparision of the render results.

85OtherFeature RequestNot applicableDeferLowAspect ratio issuesTracked on GitHub
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Future release Task Description

Background

When rendering an image, there are actually three aspect ratios involved:

1) The aspect ratio of the camera, set with the up and right vectors.

2) The aspect ratio of the rendered image, set with the +W and +H parameters.

3) The aspect ratio of the pixels in the intended target medium. While this is very often 1:1, it’s definitely not always so (anamorphic images are common in some media, such as DVDs).

The aspect ratio of the camera does not (and arguably should not, although some people might disagree) define the aspect ratio of the image resolution, but the aspect ratio of the image as shown on the final medium. In other words, it defines how the image should be displayed, not what the resolution of the image should be.

This of course means that the aspect ratio of the target medium pixels has to be taken into account when specifying the image resolution. If the target medium pixels are not 1:1 (eg. when rendering for a medium with non-square pixels, or when rendering an anamorphic image eg. for a DVD), the proper resolution has to be specified so that the aspect ratio of the displayed image remains the same as the one specified in the camera block.

This isn’t generally a problem. It usually goes like “my screen is physically 4:3, so I design my scene for that aspect ratio, but the resolution of my screen is mxn which is not 4:3, but that doesn’t matter; I just render with +Wm +Hn and I get a correct image for my screen”.

However, problems start when someone renders an image using an image aspect ratio / pixel aspect ratio combination which does not match the camera aspect ratio. By far the most common situation is rendering a scene with a 4:3 camera for a screen with square pixels but with a non-4:3 resolution (most typically 16:9 or 16:10 nowadays). The image will be horizontally
stretched.

In a few cases the effect is the reverse: The scene (and thus the camera) has been designed for some less-typical aspect ratio, eg. a cinematic 2.4:1 aspect ratio, but then someone renders the image with a 4:3 resolution. The resulting image will be horizontally squeezed.

In a few cases this is actually the correct and desired behavior, ie. when you are really rendering the image in an anamorphic format (eg. for a DVD). However, often it’s an inadverted mistake.

Some people argue that this default behavior should be changed. However, there are also good arguments why it should not be changed. Some argue that POV-Ray should have more features (at the SDL level, at the command-line level or both) to control this behavior.

There are several possible situations, which is why this issue is so complicated. These situations may include:

- The scene author doesn’t really care what aspect ratio is used to render the image, even if it means that additional parts of the scenery become visible or parts are cropped away when using a different aspect ratio than what he used.

In this case the choice of camera aspect ratio should be up to the person who renders the image, and thus selectable on the command-line. However, he should have an easy choice of how changing the aspect ratio affects the image: Should it extend the viewing range, or should it crop part of it, compared to the original?

And this, of course, while still making it possible to render for an anamorphic format.

- The author wants to support different aspect ratios, but he wants to control precisely how it affects the composition of the image. Maybe he never wants anything cropped away within certain limits, but instead the image should always be extended in whichever direction is necessary due to the aspect ratio. Or maybe he wants to allow cropping the image, but only up to a certain point. Or whatever.

In this case the choice of camera aspect ratio should be up to the author, and thus selectable in the scene file, while still allowing some changes from the command-line.

- The author designed his scene for a precise aspect ratio and nothing else, and doesn’t want the image to be rendered in any other aspect ratio. Maybe he used some very peculiar aspect ratio (eg. something like 1:2, ie. twice as tall as wide) for artistic composition reasons, and wants the image rendered with that aspect ratio, period.

Perhaps the author should be able to completely forbid the change of camera aspect ratio in the command-line.

Of course anamorphic rendering should still be supported for targets with a different pixel aspect ratio.

Possible solution

This solution does not necessarily address all the problems described above perfectly, but could be a good starting point for more ideas:

Add a way to specify in the camera block minimum and maximum limits for the horizontal and vertical viewing angles (and if any of them is unspecified, it’s unlimited). Of course for this to be useful in any way, there should also be a way to change the camera and pixel aspect ratios from the command line.

The idea with this is that the author of the scene can use these angle limits to define a rectangular “protected zone” at the center of the view, using the minimum angle limits. In other words, no matter how the camera aspect ratio is modified, the horizontal and/or vertical viewing angles will never get smaller than these minimum angles. This ensures that the image will never be cropped beyond a certain limit, only extended either horizontally or vertically to ensure that the “protected zone” always remains fully visible regardless of what aspect ratio is used.

The maximum angles can be used for the reverse: They ensure that no scenery beyond a certain point will ever become visible, no matter what aspect ratio is used. This can be used to make sure that unmodelled parts of the scene never come into view. Thus the image will always be cropped to ensure this, depending on the aspect ratio.

I’m not completely sure what should be done if both minimum and maximum angles are specified, and the user specifies an aspect ratio which would break these limits. An error message could be a possibility. At least it would be a way for the author to make sure his scene is never rendered using an aspect ratio he doesn’t want. He can use these angle limits to give some leeway how much the aspect ratio can change, to an extent, or he could even force a specific aspect ratio and nothing else (by specifying that both the minimum and maximum angles are the same).

So in short:

- Add a “minimum/maximum horizontal/vertical angles” feature to the camera block. These can be used to define a “protected zone” in the image which must not be breached by command-line options.

- Add a command-line syntax to change the camera aspect ratio (which automatically obeys the “protected zone” settings). Could perhaps give an error message if the command-line options break the limits in the scene camera.

- Add a command-line syntax to specify a pixel aspect ratio other than 1:1. This can be used to render anamorphic versions of the image on purpose (iow. not by mistake).

This can probably be made backwards-compatible in that if none of these new features are used, the behavior could be the same as currently (or at least similar).

91Texture/Material/FinishFeature Request3.70 beta 36DeferLowSlope pattern applied to object is not transformed afte...Tracked on GitHub
0%
Future release Task Description

There is an big issue with the slope pattern: when the object it is applied to is instanced (again) with a transformation (in particular a rotation, as a translation would not impact.. but a shear might), the colours of the surfaces are changed.

  
object { p translate -5*x }
object { p rotate 220*y+20*x    translate 3*x }       

Nobody would expect the object to be different in appearance.
If slope {} is replaced with wood, all is fine. (as for others textures, i guess)

IMHO, the slope vector need to be adjusted for the later transformation(s) (so as to compensate the issue of using the Perturbed Normal vector).

This should not impact the AOI/FACING (experimental) patterns, as AOI definition is pretty clear about duplicating & transform if you think about it a bit, as well as FACING: for these two, it is expected to either use the ray(current point of view) or a fixed 3D point as reference. At the limit, discussion about moving the 3D point of FACING might also be opened to interpretation.

AOI/FACING are in task #19

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) }
}
108Parser/SDLFeature Request3.70 beta 37Very LowLowmotion_blur feature similar to Megapov versionTracked on GitHub
0%
Future release Task Description

motion_blur which is a simple and effective feature to use in Megapov to simulate motion blur of, e.g. bird wings, propellers or running animals, would be a neat addition to version 3.7 and later.

In Megapov, the feature requires a line of code in the global_settings{} e.g.: motion_blur 10, 2
and a declaration for the moving object. e.g.:

motion_blur {
  type 0
  object{MyObject  material{MyMaterial rotate x*clock*2}}
  rotate x*clock*10
}

type represents several types of pre-defined motions.

Thanks,

Thomas

115Texture/Material/FinishFeature Request3.70 beta 37aVery LowLowMore cutaway_texturesTracked on GitHub
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Future release Task Description

Think this is still a problem. See the attached scene file. Find the WindowFrameSegment declaration for more info. The scene as-is shows the problem (SOME portions of the difference inherit the color of the room) the window opening is scaled larger to show that they AREN’T touching. The problem goes away when (in WindowFrameSegment) the 1st occurrence of the applied texture is commented out and the 2nd occurrence is uncommented, and cutaway_textures is commented out.

127Parser/SDLFeature Request3.70 beta 37aVery LowLowExpandable arraysTracked on GitHub
0%
Future release Task Description

Currently, arrays are of a fixed size. You can’t add or remove items to/from an array. I think it would like arrays to be expandable with no fixed and pre-determined size.

131OtherFeature Request3.70 beta 37aVery LowLowAbility to change the order of editor tabs by dragging ...Tracked on GitHub
0%
Future release Task Description

See Notepad++ or EditPad Lite for examples.

It would be nice to be able to drag tabs in the editor window to change their order, so as to group opened files together by relevance for instance.

142Texture/Material/FinishFeature Request3.70 beta 37aVery LowLowcamera_view pigment from MegaPOVTracked on GitHub
0%
Future release Task Description

I probably don’t have to explain why the camera_view pigment in MegaPOV was important, but I will list some reasons anyway:

1) post-processing could be performed in-scene
2) new types of focal blur effects could be created
3) feedback fractals were possible

I’m sure there are many others, as this is one of those features that has undetermined potential!

172Image formatUnimp. Feature/TODO3.70 beta 39Very LowLowRe-implement progressive image outputTracked on GitHub
0%
Future release Task Description

With previous versions of POV-Ray, it was possible to turn off display output, but still assess the output during render by viewing the output file as it was progressively generated. This allowed e.g. to run a long render on a remote machine as a background process, and check the output from time to time via FTP or similar.

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.

196Subsurface ScatteringDefinite Bug3.70 RC3Very LowLowMore SSLT CaveatsTracked on GitHub
90%
Future release Task Description

when a prism is differenced with a primitive (cylinder in this case) if sslt is used it causes a seq fault. Reference distribution file logo.inc and the Povray_Logo_Prism definition.

 207 Parser/SDLDefinite Bug3.70 RC3Very LowLow Attempted to redefine float identifier as function ide ...Closed
100%
Future release Task Description
#macro A()
    #local f = function { x }
#end

#local f = 1;
A()

This gives:

File 'bug.pov' line 2: Parse Error: Attempted to redefine float identifier as
 function identifier.

The problem is that this makes using functions in library macros difficult. Basically, they must have a globally unique name that’s not used in any of the macros or files that call the macros. #undef doesn’t really help, because it destroys the identifier in the calling scope.

For example, one of the macros in the standard include files names a function “fn”, so this doesn’t work:

#include "transforms.inc"

#local fn = 42; // fnord?
#local fn_pos = vtransform(x, transform { rotate 30*y } );

The reason for this restriction is explained in Parse_RValue in source/backend/parser/parse.cpp:

    // Do NOT allow to redefine functions! [trf]
    //   #declare foo = function(x) { x }
    //   #declare foo = function(x) { foo(x) } // Error!
    // Reason: Code like this would be unreadable but possible. Is it
    // a recursive function or not? - It is not recursive because the
    // foo in the second line refers to the first function, which is
    // not logical. Further, recursion is not supported in POV-Ray 3.5
    // anyway. However, allowing such code now would cause problems
    // implementing recursive functions after POV-Ray 3.5!

In this case the restriction is applied too broadly: it should be safe to redefine anything other than a function to a function and still avoid it looking like recursion. In fact, there’s a restriction in Parse_Declare specifically to prevent redefining functions.

222Geometric PrimitivesDefinite Bug3.70 RC3Very LowLowincorrect render of CSG merge with radiosityTracked on GitHub
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Future release Task Description

The problem arises when I am trying to trace a radiosity scene without conventional lighting that has a GSG merge object. There are a coincident surfaces, but these surfaces are first merged, then the texture applied. The texture is a simple solig color non-transfluent pigment, default normal, default finish etc..

Problem consists when adding antialiasing, changing resolution, changing camera view-point etc.; when I replace merge with union, the problem disappeared.

The scene was checked on two different machines with different versions of POV-Ray:

  1. Gentoo Linux, kernel 2.6.39-r3, i686 Intel(R) Xeon(TM) CPU 2.80GHz GenuineIntel, 2G RAM (this is Dell PowerEdge 2650 server with 2 dual-core Intel Xeon MP processors); Persistence of Vision™ Ray Tracer Version 3.7.0.RC3 (i686-pc-linux-gnu-g++ 4.5.3 @ i686-pc-linux-gnu)
  2. Gentoo Linux, kernel 2.6.37-r4, x86_64 AMD Athlon™ X2 Dual Core Processor BE-2350, 2G RAM (non-branded machine); Persistence of Vision™ Ray Tracer Version 3.6.1 (x86_64-pc-linux-gnu-g++ 4.4.4 @ x86_64-pc-linux-gnu)

(scene has been adapted slightly to be rendered with 3.6, the adaptation was to change “emission” with “ambient” and replace gamma “srgb” with “2.2”)

Both machines generate similar images.

The attachment is an archive containing sources of minimal scenes with these problems, and sample pictures I generated from them on my machines.

243Geometric PrimitivesUnimp. Feature/TODOAllDeferLowSphere sweep behaves wrong when scaledTracked on GitHub
0%
Future release Task Description

The sphere_sweep renders well when specified directly, but when it is scaled, its bounding box is calculated incorrectly, which clips the object so it almost disappears.

The effect is present for all three types of splines.

I’m attaching a test scene and the rendering result. The saving of the object with #declare has no effect, I just wanted to show both transformed and untransformed version.

I don’t think this issue is related to other artifacts occuring with sphere_sweep, as it is obviously an issue of the internal bounding box.

245OtherFeature RequestAllDeferLowPOVMS message queue can fill up with GB of data for ver...Tracked on GitHub
0%
Future release Task Description

With very fast renders and very large output files, the message queue can fill up because the producers are not limited by IO, while the consumer performance is limited by disk IO. Consequently, the message queue can fill up to exhaust all available memory. The solution is to build in some better control of pending output data in the message queue on the producer side. This will also pave the way for message communication over slow links (i.e. a network).

 247 OtherFeature Request3.70 RC6Very LowLow Set no_radiosity in Screen_Object() Closed
100%
Future release Task Description

Suggestion:

In file screen.inc, have macro Screen_Object() set no_radiosity on the object.

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.

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}
281Geometric PrimitivesFeature Request3.70 RC7DeferLowBug in rendering of Bézier patchesTracked on GitHub
0%
Future release Task Description

In version 3.7.0.RC7.msvc10.win64, there is a bug in rendering Bézier patches in which four points (along one edge) are all the same point.

The rendering can be seen here:
http://i.imgur.com/eq2UIXR.png
[Edit: See attachment for the rendering]

As you can see, there is a visible unwanted artifact in the corner of each patch. The two patches shown are essentially the same, except with the 4×4 matrix of vertices transposed (just to demonstrate that simply transposing it didn’t fix it).

Expected rendering is a smooth surface without the artifact.

Below is the code used to render the above example.

#version 3.7;

global_settings { assumed_gamma 1.0 }

camera {

  location <45, 31, -10>
  look_at <40, 21, 200>
  right x*image_width/image_height

}

light_source {

  <660, 300, -525>
  color rgb 1

}

Example 1: First point in each row is the same point
bicubic_patch {
type 1 flatness 0.001
u_steps 4 v_steps 4
<32.2168, -23.78125, 0>, <34.4968, -23.78125, 0>, <35.2168, -23.78125, -0.72>, <35.2168, -23.78125, -3>,
<32.2168, -23.78125, 0>, <34.4968, -22.10256, 0>, <35.2168, -21.57244, -0.72>, <35.2168, -21.57244, -3>,
<32.2168, -23.78125, 0>, <33.9709, -21.55577, 0>, <34.52483, -20.85299, -0.72>, <34.52483, -20.85299, -3>,
<32.2168, -23.78125, 0>, <32.30556, -21.50298, 0>, <32.33359, -20.78352, -0.72>, <32.33359, -20.78352, -3>
rotate 180*x scale 1.4
translate ←5, 0, 0>
pigment { color <1, 0, 0> }
}
Example 2: First row is all the same point
bicubic_patch {

  type 1 flatness 0.001
  u_steps 4 v_steps 4
  <32.2168, -23.78125, 0>, <32.2168, -23.78125, 0>, <32.2168, -23.78125, 0>, <32.2168, -23.78125, 0>,
  <34.4968, -23.78125, 0>, <34.4968, -22.10256, 0>, <33.9709, -21.55577, 0>, <32.30556, -21.50298, 0>,
  <35.2168, -23.78125, -0.72>, <35.2168, -21.57244, -0.72>, <34.52483, -20.85299, -0.72>, <32.33359, -20.78352, -0.72>,
  <35.2168, -23.78125, -3>, <35.2168, -21.57244, -3>, <34.52483, -20.85299, -3>, <32.33359, -20.78352, -3>
  rotate 180*x
  scale 1.4
  pigment { color <1, 1, 0> }

}

282Image formatFeature RequestNot applicableDeferLowUnrendered region should be transparent, not blackTracked on GitHub
0%
Future release Task Description

When rendering only a region of a file, using the command-line options +sc/+sr/+ec/+er, the area of the image that is excluded comes out as black in the final PNG.

Expected behaviour is for it to be transparent.

287Light sourceDefinite Bug3.70 RC7Very LowLowarea_illumination shadow calculationTracked on GitHub
50%
Future release Task Description

not sure if this is something needing further work or an intended effect.

Shadows from and area light with area_illumination on seem to follow the same shadow calculation as a standard area light by giving more weight to lights near the center of the array. I would assume the shadows would be calculated similarly to individual lights in the same pattern as the array by evenly distributing the amount of shadow equally for each light. But this is not what I see.

The code sample below when rendered with scene 1 will show shadows grouped near the center from the area light with area_illumination. If scene 1 is commented out and scene 2 is uncommented then rendered, you will see evenly distributed shadows from individual lights. Area lighting with area_illumination I would assume should give a result identical to scene 2. If scene 1 is rendered with area_illumination off, the shadow calculation is exactly the same as with area_illumination on.

example images rendered on win32 XP

#version 3.7;

global_settings {
 ambient_light 0
 assumed_gamma 1
}

camera {
  location <0, 3, -5>
  look_at <0, 2, 0>
}

background { rgb <.3, .5, .8> }
plane { y,0 pigment { rgb .7 } }
torus { 1.5,.1 rotate 90*x translate 4*z pigment { rgb .2 } }
plane { -z,-7 pigment { rgb .7 } }

/*
// scene 1
light_source{
  y
  1
  area_light 3*x, z, 7, 1
  area_illumination on
}
union {
 sphere { 0,.05 }
 sphere { .5*x,.05 }
 sphere { x,.05 }
 sphere { 1.5*x,.05 }
 sphere { -.5*x,.05 }
 sphere { -x,.05 }
 sphere { -1.5*x,.05 }
 translate y
  hollow pigment { rgbt 1 } interior { media { emission 10 } }
}
// end scene 1
*/


// scene 2
#declare Light = light_source {
  0
  1/7
  looks_like { sphere { 0,.05 hollow pigment { rgbt 1 } interior { media { emission 10 } } } }
}

union {
 object { Light }
 object { Light translate .5*x }
 object { Light translate x }
 object { Light translate 1.5*x }
 object { Light translate -.5*x }
 object { Light translate -x }
 object { Light translate -1.5*x }
 translate y
}
// end scene 2

118Light sourceFeature Request3.70 beta 37aVery LowLowMore efficient handling of fading lightsTracked on GitHub
0%
3.71 release Task Description

Currently, fading light sources are used for lighting and shadow
calculations even when so far away as to no longer have any effect
on the outcome. The proposed solution is to add a new keyword
fade_cutoff_distance which tells povray to ignore the light
source when alluminating a point at larger distance.

A sample implementation is provided in the attached files. These
changes are still based on beta 34 as sources for the current beta
are not yet available, and starting to merge changes to beta 35
only at this time didn’t seem worth the effort. Also, please
disregard, changes in the CVS header comments (I also use
CVS locally for managing source files).

Further considerations regarding this feature:

- For special effects this feature can also be used if the light
source does not actually use fading. On the other hand, cutting
the light at some distances can be considered an extreme form
of fading which may justify the keyword name anyhow.

- Depending on how  FS#46  is implemented, the test for cutoff may
then be needed at another location as well.

- The default value currently is 0 (or *no* cutoff distance). For
#version 3.7 of higher, the default could be chosen automatically
based on the light source intensity and adc_bailout, although it
may then need to be overriden by the user for extreme pigments.

206OtherPossible Bug3.70 RC3Very LowLow"Cannot open file" error when text output files specifi...Tracked on GitHub
50%
3.71 release Task Description

I created an INI file which specifies the Input_File_Name, Output_File_Name, and also the Render_File and the remaining four text outputs as double-quoted absolute paths on my disk. When I run the render, I get the following output:

Preset INI file is ‘C:\USERS\TPREAL\DOCUMENTS\POV-RAY\V3.7\INI\QUICKRES.INI’, section is ‘[512×384, No AA]’.
Preset source file is ‘D:\Ruby\POV-Rb\ini\20110521_004037_Noix.ini’.
Rendering with 2 threads.
-
Cannot open file.
Render failed
-
CPU time used: kernel 0.06 seconds, user 0.02 seconds, total 0.08 seconds.
Elapsed time 0.52 seconds.

And the render does not start. The five text output files are not even created, and where the output image should be, there is a file with extension pov-state. The render works as it should only when I remove all five lines defining the five text output files. The paths I specify for the files are correct (paths exist and files do not, no white-spaces or anything), read/write restrictions are disabled in POV-Ray. This used to work in 3.6 and does not work now in 3.7 RC3. The error happens no matter if I run the render using GUI or command line.

(Also please note that the error message is really not useful here, it does not say which file it failed to open, and not even if it was an attempt to open for read or for write.)

I’d be really glad if you could correct this as it’s a critical functionality for me. I’m generating the POV-Ray code automatically and I need to parse the text output automatically to return the status to the generator.

309Parser/SDLDefinite Bug3.70 RC7Very LowLowWarning Message MissingTracked on GitHub
0%
3.71 release Task Description

Draw_Vistas, Light_Buffer, and Vista_Buffer (plus associated switches) do not issue warning when used, even tho code has been disabled.

311User interfacePossible Bug3.70 releaseVery LowLowElepsed time error on very long rendersTracked on GitHub
0%
3.71 release Task Description

On a very long render, around day 24, the elapsed time display becomes incorrect, showing 4294967272d 4294967272h 4294967272m 4294967272s.

Found on Windows 7 64 bits and reproduced on Windows 7 32 bits.
NOT reported on other platforms.

 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 }
*/
 336 Parser/SDLDefinite Bug3.70 releaseVery LowLow #fopen w/o OPEN_TYPE crash povray (segfault) Closed
100%
3.71 release Task Description

#fopen directive w/o OPEN_TYPE (yeah, I forgot it, some other languages have ‘read’ as default value)

expected behavior:
Parse error msg “line XXX, OPEN_TYPE missing in #fopen directive”, then stop.

observed behavior:
crash - Segfault err (core dump) in Parsing stage

minimal working example attached

 38 DocumentationUnimp. Feature/TODO3.70 beta 32Very LowLow POVDocGen extension Closed
100%
3.70 release Task Description

Develop MediWiki extension to extract documentation sets from the POV-Wiki.

 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.

 119 DocumentationFeature Request3.70 beta 37aVery LowLow Table of Contents in each page of the docs Closed
100%
3.70 release Task Description

There should be a table of contents on each page of the documentation, or at least on the very long pages. Scrolling through the entire page to figure out what topics are covered sucks.

 141 DocumentationCompatibility Issue3.70 beta 37aVery LowLow Document changed behavior processing INI files Closed
100%
3.70 release Task Description

The documentation assumes that INI files (as well as the command line!) are parsed and processed instantly. This no longer holds true for POV-Ray 3.7, where parsing INI files (and the command line) and processing it are separate operations that occur at different times. As such, one consequence is that INI file options only take effect after reading the whole INI file, and possibly later.

As such, documentation statements such as <http://www.povray.org/documentation/view/3.6.1/222/>
“Note: that these options take effect immediately when specified. Obviously any error or warning messages that might occur before the option is read will not be affected.”

Are no longer correct. It needs to be explained that options only take effect after the INI file has been read. An error in the INi file causes other options _not_ to take effect because reading of the INi file is aborted prematurely.

 153 Runtime errorPossible Bug3.70 beta 37aVery LowLow Error determining I/O permissions when using .ini file Closed
100%
3.70 release Task Description

clipka anonymous@anonymous.org wrote:
> Am 29.06.2010 04:27, schrieb jberry02:
>
> > First, note that this is the Windows version.
> > Second the issue is not with opening the ini file, but with opening the scene
> > file from within the ini file.
> >
> > I have a scene.ini file, that has a line:
> >
> > Input_File_Name=scene
> >
> > under POV-Ray 3.5 *and* POV-Ray 3.6, the scene defined in the file scene.pov is
> > rendered properly using the parameters specified in the scene.ini file. The ini
> > file is opened from the POV-Ray GUI, and run using the “Run” button.
> >
> > under POV-Ray 3.7, I get an error - I originally thought that it was simply not
> > looking for scene.pov (i.e., it wasn’t adding the .pov extension when trying to
> > open the scene file), but looking closer the error is *actually*:
> >
> > Input file ‘C:\[...]\scene’ not found; cannot determine I/O permission for
> > write.
> > Failed to start render: Cannot open file.
> >
> > In other words, it appears that the problem is that it isn’t adding the default
> > ..pov extension when it is trying to do the I/O permission check. I do not have
> > any special I/O permisssions configured for any version of POV-Ray (I get the
> > pop-up dialogs), and this is a change in behavior from 3.6 to the current beta
> > of 3.7. The scene.pov file is not in any of the POV-Ray directories - it is in
> > a separate tree where I keep my scene files.
>
> Having looked at it in a debugger, I can confirm that there is a
> problem, and that you don’t seem to be far off the mark:
>
> The error occurs when POV-Ray tries to determine the I/O permissions for
> the /output/ file. If that isn’t explicitly specified with a path,
> POV-Ray will try to get the path from the input file; however, it will
> take the unprocessed parameter (in the sample case “scene”) rather than
> the file name POV-Ray makes of it (”scene.pov”), and then attempts to
> get the full /long/ path name of the file (remember the good old 8.3
> filenames for compatibility with 16-bit programs?), which only works
> when the file exists.
>
> Would you mind submitting a bug report to <http://bugs.povray.org>?

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