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
246OtherPossible Bug3.70 RC6Very LowLowRegression on scale limit between 3.7 and previous rele...Tracked on GitHub
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Task Description

From Thomas de Groot

Using the following code for a (sky) sphere in a scene, with light source well outside the sphere;
works correctly until the above scale value. Use a value of >=100*10e4 and the sphere becomes black.

#version 3.7;
global_settings{ assumed_gamma 1.0 }

#declare T_sky =
texture {
  pigment {
    gradient y
    pigment_map {
      [0.0 srgb <1.0,0.7,0.6>*1 transmit 0.5]
      [1.0 srgb <0.8,0.1,0.0>*1 transmit 0.5]
    }
  }
  finish {
    emission 0.9
    diffuse 0.0
  }
}

#declare T_cosmos =
texture {
  pigment {
    color rgbt <0,0,0,1>
  }
  finish {
    ambient 0.0
    diffuse 0.0
  }
}

sphere {
  <0,0,0>,1
  texture {T_sky}
  interior_texture {T_cosmos}
  no_shadow
  no_reflection
  inverse
  scale 99.9*10e4
}

Working with windows version of POV-Ray and Win7 x64

Is this normal for version 3.7 RC5? I seem to remember that with lower
versions of POV-Ray on could go at least to 10e6. Especially with the
Ringworld scenes back in 2010 the scales used where much larger without
any black out.

I can indeed confirm that the Ringworld scene does not render correctly anymore, with identical black out.

286Texture/Material/FinishPossible Bug3.70 RC7Very LowLowreflection exponent other than 1 causes black artifacts...Tracked on GitHub
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Task Description

[EDIT: Original title was “radiosity causing black patches when using emission less than 0”]

see attached image for reference.

mountain on left has emission set to -.13 and black patches show up, when emmission set to 0 or greater no patches

changing max_trace or any radiosity settings has no effect

setting no_radiosity on mountain fixed problem as a temp fix

code sample ...

#version 3.7;

#default { finish { ambient 0 } }
#declare rad_lvl = 4;

global_settings {
  assumed_gamma 1
  max_trace_level max(5,rad_lvl*3)
  adc_bailout .007
  ambient_light 0
  radiosity {
   pretrace_start 64/max(image_width,image_height)
   #if(rad_lvl)
    pretrace_end max(2,int(8/rad_lvl))/max(image_width,image_height)
   #else
    pretrace_end 32/max(image_width,image_height)
   #end
   count pow(rad_lvl+1,2)*10
   nearest_count 1
   #if(rad_lvl) error_bound 1/rad_lvl #end
   low_error_factor max(.4,(8-rad_lvl)/10)
   recursion_limit 1
   gray_threshold .25
   brightness 1
   max_sample 1
   normal on
   media off
   always_sample off
   minimum_reuse min(.008,8/max(image_width,image_height))
   maximum_reuse .1
   adc_bailout .02
  }
}

#declare sunC = rgb <1, 1, .9925>; // actual D65 standard illuminant
#declare SkyC = rgb <.3195, .5745, .8805>;
#macro GammaAdj(C,G) rgb <pow(C.red,G),pow(C.green,G),pow(C.blue,G)> #end

light_source {
  50000*y
  sunC*1.06
  area_light <-300, 0, -300>, <300, 100, 300>, 3, 3
  rotate <-28, 0, 14>
  adaptive 0
  circular
}

 sphere { 0, 1
  texture {
   pigment{
    gradient y
    pigment_map{
     [.07 GammaAdj(SkyC,.5)]
     [.2 average pigment_map { [.5 GammaAdj(SkyC,.75)][1 wrinkles turbulence .65 octaves 5 lambda 3 omega .9 color_map { [.2 rgb 1][.5 SkyC] } scale <10, .1, 1>] }]
     [.4 GammaAdj(SkyC,1.15)]
     [.5 GammaAdj(SkyC,1.35)]
    }
    rotate -75*y scale <1, 1, 100>
   }
   finish { diffuse .72 }
  }
  scale 100000
  inverse
 }


#declare Cam_pos = Cam_pos + <0, 20, -40>;
#declare Cam_lkt = Cam_lkt + <0, 10, 50>;
camera {
  location Cam_pos
  direction <0,0,1>
  right 1.33*x
  up y
  sky <0,1,0>
  #if(Cam_agl) angle Cam_agl #end
  look_at Cam_lkt
}

#macro sinai(HillQ)
 #local F = function { pattern { granite poly_wave 4 turbulence .01 lambda 2.1 omega .9 scale 5 translate <.2, 0, 18.08> scale <2, 1, 3> } }
 #local N = function { pigment { crackle ramp_wave turbulence .3 lambda 2.2 omega .76 color_map {[0 rgb 0][1 rgb 1] } scale .07 translate <-.15, -.12, .13> } }
 height_field {
  function HillQ, HillQ { F(x,y,z) + N(x,y,z).grey/47 }
  water_level .05
  clipped_by { box { <0, .05, .3>, <1, 1, 1> } }
  translate <-.5, -.05, -.5>
  rotate 20*y
  texture {
   pigment{ crackle color_map { [0 rgb <161, 107, 71>/255][.25 rgb <193, 132, 93>/255][.35 rgb <218, 163, 123>/255][.45 rgb <212, 153, 112>/255][.55 rgb <222, 166, 125>/255][.65 rgb <236, 178, 124>/255][.75 rgb <220, 154, 102>/255][.85 rgb <160, 121, 103>/255] } turbulence .75 lambda 3 omega .7 scale .1 }
   finish{ diffuse albedo .56 emission -.13 specular .25 roughness .02 brilliance 1.5 metallic 1.3 }
   normal { crackle poly_wave .7 turbulence .4 omega .8 scale <.007, .03, .007> }
  }
  rotate 12*y
  scale <2400, 2000, 3000>*1.5
  translate <1900, 0, 1900>
  scale <-1,1,1>
  no_radiosity
 }
#end


sinai(1600)
plane { y,0 pigment { rgb <1, 1, 1> } }

//courtyard gating not included due to size of code and many external files needed. add anything around <0,0,0> to try to reproduce effect of error
 170 Refactoring/CleanupUnimp. Feature/TODO3.70 beta 39Very LowLow Reduce memory footprint of output image buffer Closed
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3.70 release Task Description

Currently, output image is buffered using POV-Ray’s RGBFT color model and floating point values, leading to a memory consumption of 20 bit per pixel. This is an unproportionally large memory footprint, given that the only further processing performed on the buffered data is conversion of the data to the desired output file format, which will typically use only 3 bytes per pixel (at most 12 bit per pixel).

The situation can be improved by choosing the output image buffer container based on the desired output file format and parameters. To this end, the following code changes should be made:

  • Bundle image file format handler code into classes (typically one per file format)
  • Include a method to determine the best data container type for the image buffer
  • Instantiate the desired image file format handler object prior to rendering, querying the handler object for an image buffer

In addition to picking a suitable image data container from the already existing palette, careful design might also allow to use custom containers to directly pass the data to a library (in case the library provides its own buffering anyway), or write it directly to the output file (e.g. when writing image data to stdout). To make this compatible with multithreaded rendering, the following changes would have to be made:

  • Add code to detect when a row of SMP blocks has been finished, and call a certain method on the image handler object
  • Design the custom containers in such a way that they can buffer any number of unfinished SMP block rows as needed
172Image formatUnimp. Feature/TODO3.70 beta 39Very LowLowRe-implement progressive image outputTracked on GitHub
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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.

71User interfaceUnimp. Feature/TODO3.70 beta 34Very LowLowraise warning when command line option has no effectTracked on GitHub
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Task Description

Warnings should be raised when a command line option has no effect,
for example...

pvengine +am

is legal, but without the number after it, it has no effect.

pvengine +am7

should be an error, and also raises no warnings.

 176 OtherFeature RequestNot applicableVery LowLow Raise maxpower of the Poly Oject to 16. Closed
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Task Description

At the moment in the Poly Object the maximum power is 15. The mathematics for converting the three parametric equations for x, y and z into a formula for the Poly Object require that the equations are squared several times given max-powers of 4, 8 and even 16. I’ve one eqaution that needs power 16. At the moment this is just one power short. Please raise this to 16. That’s all I ask for.

 175 RadiosityFeature Request3.70 beta 39Very LowLow Radiosity. Emissive and scattering media don't illumina ...Closed
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Task Description

Tested with beta 40. Also affect version 3.6.1 as reported in the discution group.

When using radiosity and emissive media. Any object, or part of, that is inside the media container is not affected by the illumination comming from the media.

When using scattering media, the light scattered by the media also don’t affect objects that are inside it’s container.

http://news.povray.org/povray.newusers/thread/%3C4cf8fe22%241%40news.povray.org%3E/

 203 RadiosityDefinite Bug3.70 RC3Very LowLow Radiosity artifacts at low error_bound Closed
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3.70 RC4 Task Description

A scene of a hollow sphere viewed from the inside:

difference {
    sphere { 0, 100 }
    sphere { 0, 99 }
    pigment { rgb 1 }
    finish { ambient .4 }
}

global_settings {
    radiosity {
        error_bound .1
    }
}

Rendering produces dark splotches at the centers of the pretrace blocks, as shown in the attached image. Blocks rendered earlier have darker splotches. They also differ in shape between renders even with +HR (but not with +WT1).

Turning “always_sample” on, changing “pretrace_end” to 0.01, or increasing “count” past 1000 makes them imperceptibly faint (they can still be seen by increasing image contrast).

This is possibly a bug, as 3.6 doesn’t produce these artifacts regardless of additional settings.

povray.beta-test thread

 216 Sample scenesDefinite Bug3.70 RC3Very LowLow raddem.ini is not parsable by 3.7RC3 Closed
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3.70 RC4 Task Description

in the sample scenes, animations/raddem/raddem.ini is not parsable by current versions of povray. (3.7RC3 and upto #5476)

Radiosity= is a gone away option.(from a bit of time in the 3.7 branch)

 166 Texture/Material/FinishDefinite Bug3.70 beta 38Very LowLow quick_color does not work Closed
100%
Task Description

the quick_color feature doesn’t work when +qN or Quality=N is set to 5 or below

 332 User interfaceFeature Request3.70 releaseVery LowLow Progress animation in taskbar tabs Closed
100%
Task Description

On Windows 7 and newer operating systems, some programs are able to display their progress in the taskbar buttons.

Here is an example of Chrome downloading something and showing the progress in the taskbar:

http://www.winbeta.org/sites/default/files/news/oldfashinoned.jpg

Here is an example with Paint.NET instead:

http://www.getpaint.net/images/pdn351_superbarProgress.png

I think this feature would use fewer CPU resources than a) minimizing/maximizing the whole application window each time you want to check progress, or b) hovering the mouse over the taskbar button to show the thumbnails.

 35 DocumentationFeature RequestAllVery LowLow problem parsing +i option in povray-3.7.0.beta.32 on li ...Closed
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Task Description

The commands:

povray +i /home/ronis/Nm=500/povray.00001.pov

or

povray +i/home/ronis/Nm=500/povray.00001.pov

fail with: povray: this pre-release version of POV-Ray for Unix expires in 2 day(s) and 1 hour(s)
Failed to parse command-line option

Going to the directory and simply running: povray +i povray.00001.pov
works.

I came across this by accident trying to get emac’s povray mode to work; apparently it passes the full path name to povray.

I don’t think there is a problem in 3.6.1

 173 OtherFeature Request3.70 beta 39Very LowLow Prevent POV-Ray for Windows from stealing focus Closed
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Task Description

In some cases it may be desirable to run POV-Ray from a batch file, without causing it to “steal the focus”.

I suggest making this dependant on whether POV-Ray is run with the /EXIT parameter.

 89 Image formatDefinite Bug3.70 beta 36Very LowLow PPM output garbled for bit depths other than 8 bits Closed
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3.70 beta 37 Task Description

When choosing PPM output with a bit depth other than 8 bits per color channel (e.g. +FP16), POV-Ray messes up the colors (see thread news://news.povray.org:119/4babb48f$1@news.povray.org)

245OtherFeature RequestAllDeferLowPOVMS message queue can fill up with GB of data for ver...Tracked on GitHub
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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).

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

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

293User interfacePossible Bug3.70 RC7Very LowLowPOV-Ray Shown Twice in Windows TaskbarTracked on GitHub
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Task Description

When rendering for some time, it occasionally happens that POV-Ray appears twice in the Windows taskbar. One button is the normal one, the other one does not open any window when clicked on and reads something like “99% complete” (see attached image), like the render window’s title, but obviously unrelated to it (probably the title the render window had shortly before?). After stopping the render, the odd taskbar button remains there until POV-Ray is closed.

  • Observed under Windows XP
  • POV-Ray 3.7.0.RC7.msvc10-sse2.win32
  • When applications are summarized into groups in the taskbar by Windows, the odd POV-Ray button is attached to the Windows Explorer group
  • Run with render priority set to “high”

Is this a Bug in Windows or in POV-Ray?

 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

 187 FrontendFeature Request3.70 beta 41Very LowLow POV-Ray 3.70 ignores SIGTSTP signal, noisy on SIGWINCH  ...Closed
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3.70 RC2 Task Description

When POV-Ray 3.70 is run on a terminal, on an unix shell, and the user hits ctrl-Z to suspend (stop) POV-Ray, rather than stopping as expected, POV-Ray just reports that it did receive the signal, as if to laugh at the user “I’m not obeying your puny stop attempts”. It

The default action (as happens if the SIGTSTP signal is not trapped) would be much better, and is usually safe also in multithread programs.
It takes actual effort to _ignore_ the TSTP signal (namely, to trap that signal), so the current behavior is definitely a dysfeature, probably an oversight by whoever programmed the signal handler.

Also, when the terminal window is resized, POV-Ray needlessly reports that it received a signal number so-and-so (the number of SIGWINCH), adding irrelevant noise to its terminal output. Both signals (SIGTSTP and SIGWINCH) should simply be excluded from the signal trapping mask. I guess there are also other signals that are needlessly captured. It would be better to capture only those signals that an action is needed for.

 233 Parser/SDLPossible Bug3.70 RC3Very LowLow Picture index out of range. - Fatal error in renderer:  ...Closed
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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 } ///

 241 PhotonsDefinite Bug3.70 RC4Very LowLow Photons not working correctly Closed
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3.70 RC6 Task Description

~scenes/advanced/optics.pov not rendering correctly. See the post in povray.beta-test “Photons not working as expected” for additional information.

252PhotonsDefinite Bug3.70 RC6Very LowLowphotons and light_group is brokenTracked on GitHub
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Task Description

photons are not working when used with a light_group. verified in NG posting in p.general a simple scene file is attached.

 165 PhotonsDefinite Bug3.6Very LowLow photon problem: image of projected image_map is clipped ...Closed
100%
3.70 RC4 Task Description

Hi,

I have a problem with photons. The following stripped down code simulates a
slide projector:


#include "colors.inc"
global_settings {
  #if (1)   // switch photons on/off
    photons { count 1000000 }
  #end
}
camera { location <0, 0, 200> sky<0,1,0> look_at <0,200,-200> angle 90 }
// projection screen
plane { z, -200 texture { pigment { White } finish{ diffuse 1 ambient 0.1} } }
// slide
polygon {
  5, <0,0,0>, <1,0,0>,<1,1,0>,<0,1,0>,<0,0,0>
  pigment { image_map {jpeg "s7_0.9_320.jpg" interpolate 2 filter all 1.0 } }
  translate <-0.5, 0.2, -0.3>
  photons { target refraction on reflection off collect off }
}
// projector lamp
light_source { <0, 0, 0>  color <1,1,1> }

——————————————-

A point light source projects through a image_map onto a screen.

Without photons the projected image is ok:
http://img838.imageshack.us/i/test4woph.png/

With photons the left and right bottom corners of the image will be clipped:
http://img101.imageshack.us/i/test4wph.png/

The size of clipped corners depends on the y-offset in the translate command.

The povray Version is:
Persistence of Vision™ Ray Tracer Version 3.6.1 (Debian (x86_64-linux-gnu-g+
+ 4.3.3 @ x86_64-pc-linux-gnu))
(the 3.7 beta has the same problem)

I posted this question in the general news group and got an answer by Christian Froeschlin,
who could reproduce the problem and suggested as workaround to divide the slide into small stripes

http://news.povray.org/povray.general/thread/%3Cweb.4c972bdffcc128eac947b6de0%40news.povray.org%3E/

This works, but doesn’t explain the problem.

Does anyone have an idea, whats wrong?

Many thanks,
Corvin

 190 PhotonsFeature Request3.70 RC1Very LowLow photon message reporting Closed
100%
Task Description

couple of observations:

if no photons are gathered (hey it happens ... my typo) when attempting to save a photon map the warning message just indicates that it couldn’t save the map, maybe the message could be enhanced to say something like: No photons were gathered so no map information was saved. At first I thought something had changed in my I/O restrictions (I’m writing to an image directory not current or work directory)

when reading a previously saved photon map there is no indication that it was read in other than the end stats showing a small amount of photon time. I don’t recall but didn’t v3.6 indicate that the a previously saved map was being used? Just for the heck of it I moved the map file aside and it did prove to me that it was indeed being input. Some sort of message at the time the file is read in might be helpful.

25AnimationDefinite Bug3.70 beta 32DeferLowPause sometimes fails when rendering animationTracked on GitHub
90%
Task Description

There is an issue where the pause button in POVWIN will sometimes not work during an animation (primarily where the frame rate is high), and furthermore, POVWIN can then get into a state where it’s not possible to use the pause until it is re-started.

Newsgroup report.

 260 Configure/BuildCompatibility Issue3.70 RC6Very LowLow Patch to let POV-Ray builds with boost >=1.50 Closed
100%
Task Description

Originally resolved in https://bugs.gentoo.org/show_bug.cgi?id=425450.
Attached is a patch with Gentoo-specific code removed.

There are two parts in this issue:

  • The newer boost library requires downstream users to explicitly link to the boost system library (-lboost_system).
  • The newer boost library replaced TIME_UTC with TIME_UTC_, because glibc added TIME_UTC.
 33 Parser/SDLDefinite Bug3.70 beta 32Very LowLow parse accepting invalid vector float components Closed
100%
3.70 beta 33 Task Description

The parser is missing extra period characters when it parses a float as a vector component.

#local sample = <0.0.0.1,0,0>;

Doesn’t generate an error, but should.

 219 DocumentationPossible Bug3.70 RC3Very LowLow Panoramic camera broken & obsolete Closed
100%
3.70 RC4 Task Description

According to the docs, the panoramic camera...

[...] uses a type of cylindrical projection to be able to use viewing angles larger than 180 degrees with a tolerable lateral-stretching distortion. The angle keyword is used to determine the viewing angle.

However, current implementation differs (and probably always has): The angle keyword has no effect, and the effective viewing angle is fixed to 180 degrees. Also note that this behaviour is identical to the spherical camera with angle 180,180, making the panoramic camera obsolete.

I propose to deprecate the “panoramic” keyword; should the keyword be encountered in a camera block, the code for the spherical camera should be used instead, except that the angle setting should be forced to 180,180; this should be accompanied by a parse warning.

 105 User interfaceUnimp. Feature/TODO3.70 beta 37Very LowLow output options not displayed Closed
100%
Task Description

POV-Ray 3.7 does not show output options, such as:

Output Options
  Image resolution 640 by 480 (rows 1 to 480, columns 1 to 640).
  Output file: D:\foo\test.png, 24 bpp PNG
  Graphic display......On  (gamma: 2.2)
  Mosaic preview.......Off
  CPU usage histogram..Off
  Continued trace......Off

(the above is what 3.6 used to show)

 121 Parser/SDLFeature Request3.70 beta 37aVery LowLow Option to render pixels randomly, or in Nth pixel Closed
100%
Task Description

Assuming there are no performance issues, it would be nice to tell Povray to select the pixels to render randomly, so that the image gets filled in gradually instead of from top to bottom and from left to right.

Also, maybe an option to tell it to render every Nth pixel.

 112 Image formatDefinite Bug3.70 beta 37aVery LowLow OpenEXR alpha is only written when it shouldn't be Closed
100%
3.70 beta 38 Task Description

OpenEXR output currently writes an alpha channel when Output_Alpha=off (-UA), and does not write an alpha channel when Output_Alpha=on (+UA), i.e. doing it just the wrong way round.

299Parser/SDLFeature Request3.70 RC7Very LowLowObject Properties FeatureTracked on GitHub
0%
Task Description

Up to POV-Ray 3.7 RC7 it has not been possible so far to declare custom properties for POV-Ray’s objects, which would be especially useful for complex objects defined in include files.

Currently, if you want to have an object (e.g. a car) with certain variable parameters (e.g. colour, wheel rotation, ...) defined in an include file and the parameters set by a scene file which uses the include file, you have to choose one of the following approaches:

1. use a macro

#macro car(colour, wheelrot, ...)
  ...
#end

or, 2. check parameters declared before, e.g.

#declare car =
union {
  
  #ifdef (colour)
    #local colour_internal = colour;
  #else
    #local colour_internal = default_colour;
  #end
  
}

The resulting object would be used in the following way:

  #include "car.inc" // include file once
  object {
    car(rgb <1,0,0>, 0, ...) // macro approach
  }
  // other approach
  #declare colour = rgb <1,0,0>;
  #declare wheelrot = 0;
  ...
  #include "car.inc" // include file every time you want to have a car object instance
  object {
    car
  }

Needless to say, both approaches are not quite optimal.

  • The macro approach needs only one #include directive and name conflicts will (hopefully) not be a problem. However, one would have to look up the parameter order of the macro in the include file, in the worst case every time the macro is used.
  • The other approach needs as many #include directives as car objects shall be instantiated, there can arise name conflicts with other inculde files used in the scene, and a (potentially long) list of parameters has to be declared before each #include. On the other hand, with this approach for any value it is clear which information it gives, e.g. #declare colour = rgb <1,0,0> can easily be read as ‘set car colour to “red”‘.

My suggestion would be creating an SDL feature to

  • declare which properties a certain object can have
  • set these properties inside the object statement in which the object is used.

One step up could be to even declare object classes along with them.

This could look like this:

// include file code
class car { // alternatively (without classes) use #declare car = object { ...
  property colour = rgb <1,0,0>; // with default colour
  
  union {
    ...
  }
}

// scene file code
car { // alternatively (without classes) use object { car ... }
  colour rgb <0,0,1>
}

Note that this solution makes the declarations much more concise and easy-to-read. Especially in scenes with many includes and animation scenes where objects’ properties have to be manipulated according to sometimes complex functions, this would be very useful. Please also consider that such user-defined objects can have dozens of properties.

240Geometric PrimitivesFeature Request3.70 RC3Very LowLowObject for efficient automatic periodic pavementTracked on GitHub
0%
Task Description

Whenever some object is to be periodically repeated in some kind of grid, you can achieve this with macros, but it
a) wastes a lot of resources

 even if object references are implemented in the future, wrapper with its own transformation matrix still takes space and bookkeeping

b) is not infinite

 annoying when making infinite planar tiling with arbitrary objects
 like an approximate water surface or tiling with real bricks
 or anything that needs to extend to horizon

c) is not optimized for periodicity

I think it can be very efficiently implemented as an object that takes a finite object argument (like CSG functions) and can be periodic in either 1D,2D or (possibly dangeorous?) 3D with specified period. In each dimension, the number of repetitions can be any integer or even infinity (or max_int). Something like
periodicity <2,2,Infinity> 2 copies in 1 direction, 2 in the other, infinite in the third
grid_separation <1,2,2>
1 unit size in first direction, 2 unit sizes in the other two

All the code needs to do is raytrace in the current unit cell and if the ray passes uninterrupted, pass it through the neighbouring unit cell (which means trace a translated ray through the same object). The object itself would just feel an additional clipping box, everything else would work seamlessly.

In case of infinite column of transparent object, max_trace stops the infinite loop anyway.

This is just a suggestion, I realize this is more of a long-term change but it is quite easy to implement and would simplify a large number of projects.

202Geometric PrimitivesDefinite Bug3.70 RC3Very LowLowNumerical oddities in Julia_FractalTracked on GitHub
0%
Task Description

I understand that some things have changed in the way certain computations in POV-Ray decide when something is “good enough” and I think this is biting me in Julia_Fractal (where, of course, the highest-resolution computations are needed).

The bug has been posted here:

http://news.povray.org/povray.bugreports/thread/%3Cweb.4dbf2e26b56a53c15b4449250%40news.povray.org%3E/

Including a short .pov file and instructions that reproduce it.

(It pops up in other configurations and view angles as well, but this one captures in in a way that makes it clear it’s a bug: the distance of the camera from the origin appears to change the shape of the rendered object).

This appeared first on a Windows Server 2003 machine, it is apparently confirmable on at least one other system as per that thread.

 186 Geometric PrimitivesDefinite Bug3.70 RC1Very LowLow numeric precision problem with polygon start/end points Closed
100%
3.70 RC2 Task Description

polygon objects comprised of multiple “sub-polygons” don’t work properly if start/end points of sub-polygons do not exactly match, as can be demonstrated by the following code:

#default { texture { pigment { rgb 1 } finish { ambient 1.0} } }

camera {
  orthographic
  up 3.5*y
  right 3.5*x*image_width/image_height
  location  <0,0,-4>
  look_at   <0,0,0>
}

polygon { 8,
  // outer triangle
  0.70 * < cos(  0 *pi/180),sin(  0 *pi/180),0>
  0.70 * < cos(120 *pi/180),sin(120 *pi/180),0>
  0.70 * < cos(240 *pi/180),sin(240 *pi/180),0>
  0.70 * < cos(360 *pi/180),sin(360 *pi/180),0>

  // inner triangle
  0.35 * < cos(  0 *pi/180),sin(  0 *pi/180),0>
  0.35 * < cos(120 *pi/180),sin(120 *pi/180),0>
  0.35 * < cos(240 *pi/180),sin(240 *pi/180),0>
  0.35 * < cos(360 *pi/180),sin(360 *pi/180),0>
}

Note that the end points /should/ be identical. There are however some minor rounding differences, which mess up polygon computations. Compare with the following code, which leads to the desired results:

polygon { 8,
  // outer triangle
  0.70 * < cos(  0 *pi/180),sin(  0 *pi/180),0>
  0.70 * < cos(120 *pi/180),sin(120 *pi/180),0>
  0.70 * < cos(240 *pi/180),sin(240 *pi/180),0>
  0.70 * < cos(  0 *pi/180),sin(  0 *pi/180),0>

  // inner triangle
  0.35 * < cos(  0 *pi/180),sin(  0 *pi/180),0>
  0.35 * < cos(120 *pi/180),sin(120 *pi/180),0>
  0.35 * < cos(240 *pi/180),sin(240 *pi/180),0>
  0.35 * < cos(  0 *pi/180),sin(  0 *pi/180),0>
}

Code inspection shows that the polygon insideness testing code tests for precise equality of the points, whereas the general policy of POV-Ray is to accept slight rounding differences.

 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!)
 231 Image formatFeature Request3.70 RC3Very LowLow Number of digits in file name at an animation Closed
100%
Task Description

There is a long animation to render.

computer 1 should render 0..799
computer 2 should render 800..1599

And after this, You have a bad surprise with the filenames.

animation799.png
animation0800.png

There should be a seting how many digits a file name in an animation should have.

This avoids, that there are series of pictures with 3 and other with 4 digit filenames.

BTW: All the experiences for this feature requests had been made during producing
http://roland.pege.org/2011-gusi-peace-prize/calculation-error.htm

151Runtime errorPossible Bug3.70 beta 37aVery LowLowNo way to cancel save while parsing, never ending error...Tracked on GitHub
0%
Task Description

On Windows, when I try and save a file while it is being parsed prior to rendering, I get an error, “Failed to save file: The operation completed successfully”, with a single OK button to click. Despite the weird wording, I’m OK with that.

However after clicking OK I get the error, “Failed to save file ‘...’“, with three buttons: Cancel, Try Again, Continue. Not sure what “Continue” means in this context, given that the possibilities would seem to be covered by the other two buttons. Whatever.

Also, sometimes I get a message with only a single “Retry” button. Not sure what the exact message was.

Anyway, the real problem is that, regardless of which button I press, the program continues to spawning the same error message endlessly. Luckily there is a delay between them, but still it would be nice to have at least one of the three buttons *stop* POV-Ray from asking me again.

Also, once the program finishes parsing the file and it becomes possible once again to save the file, it does nothing. I.e. it doesn’t save the file. So what’s the point of the message and all the options? Why not just say, “Unable to save the file, file is parsing” and be done with it?

I think I recall the same behavior in 3.6.2, so it’s nothing new that’s been introduced.

 212 User interfaceFeature Request3.70 RC3Very LowLow Next beta: new desktop icon Closed
100%
Task Description

For the next beta version, could you please create a new desktop icon? I keep clicking on the wrong version.

 307 Image formatDefinite Bug3.70 RC7Very LowLow netpbm, ppm, read bug where first data byte CR char Closed
100%
Task Description

I’ve recently been working with the netpbm ppm format and I have hit what I believe to be a bug in the way ppm files are read – very likely a bug in all netpbm formats. I am aware of the long standing povray issue with the netpbm file formats header where the height and width need to be on the same line as the magic number though that is not a requirement of the official format. This bug is different.

Namely in working with a larger number of ppm files I hit cases where a few would fail with the message : “Possible Parse Error: Unexpected EOF in PPM file” though the ppm files are fine. What is happening is that the first byte of data after the line feed (LF) (Ubuntu linux 12.04) happens to have a carriage return (CR) value.

The code which is set up to interpret the netpbm headers is reading a lines with “file→getline (line, 1024);” and this line reading code is pulling in the first byte of data with the CR value as part of the line. When the read by binary data, 8 or 16 bits at a time, starts, the povray read code is offset into the data by one byte too many.

The result from 10,000 meters, if input values were completely random file to file, would be netpbm read fails for size that make no sense in 1/256 files. In practice & depending on data some might never see fails while an unfortunate few might almost always fail.

I’d make some argument any CR following a LF character should not be pulled in as part of the line read even on windows/dos systems where CRLF is the usual line termination order. I think though the real fix is better netpbm header reading code which more strictly breaks apart the header on the first whitespace character doing the last depth break, aware of the file size, so it can decide what portion of any valid sequence of whitespce characters after the decimal depth value is data and not whitespace.

The attached tarball when unpacked has both a passing and failing case. To run “povray fails.pov” or “povray works.pov”. The only difference between the two ppm files if the fails.ppm data is all 0x0D while works.ppm data bytes are all 0x0C. The image rendered is meaningless.

Thanks for your time.
Bill P.

 11 Configure/BuildCompatibility Issue3.70 beta 32Very LowLow Need to rename Rect to avoid clash with OSX Closed
100%
3.70 beta 33 Task Description

The Rect data type needs to be renamed to avoid a clash with a Mac OSX declaration. It was originally called Rectangle, but this clashed with a Windows declaration. Something more POV-specific should be used, e.g. PovRect.

226Geometric PrimitivesPossible Bug3.70 RC3Very LowLowNear-coincident surface accuracyTracked on GitHub
0%
Task Description

This is a transparent box very close to a plane.

box {
    -1, 1
    pigment { rgbf <0, 0, 1, 1> }
}

plane {
    #if (version < 3.7)
        y, -1.0000007
    #else
        y, -1.00007
    #end
    pigment { rgb 1 }
    finish { ambient 1 }
}

camera {
    location <1, 2, 3>
    look_at 0
}

The box is placed 100 times closer to the plane for 3.6, but both 3.6 and 3.7 produce exactly the same black artifact (attached).

So apparently 3.7 is less accurate. (And the exact factor 100 feels suspicious.)

 132 Geometric PrimitivesFeature Request3.70 beta 37aVery LowLow Native support for mesh-based surface approximations Closed
100%
Task Description

There are various scripts around the Net meant for approximating things like isosurfaces and parametric objects using meshes. It would probably run bit faster and be easier to use if this were supported natively within Povray. The feature would require an additional object parameter in order to toggle this behavior on/off.

 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.)

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

 114 PreviewDefinite Bug3.70 beta 37aVery LowLow Mosaic Preview not displaying properly Closed
100%
Task Description

Mosaic preview display didn’t work as expected, given these command line options: +sp64 +ep16. The preview was solid colored instead of the coarse preview that you’d expect.

I’ve tested a fix to unix/disp_sdl.cpp from clipka and it appears to work.

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.

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.

115Texture/Material/FinishFeature Request3.70 beta 37aVery LowLowMore cutaway_texturesTracked on GitHub
0%
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.

178Texture/Material/FinishFeature Request3.70 beta 39Very LowLowModify metallic reflection code to better work with con...Tracked on GitHub
0%
Task Description

The combination of metallic reflection with conserve_energy causes the reflection to lose colour, as demonstrated by the following scene:

global_settings {
  max_trace_level 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
}

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=
material {
  texture {
    pigment {rgbt <1.0,0.7,0.2,0.99>}
    finish {
      ambient 0.0
      diffuse 0.5
      specular 0.6
      roughness 0.005
      reflection { 0.8, 1.0 metallic }
      conserve_energy
    }
  }
  interior { ior 1.5 }
}

box {
  <-0.2,0,-2.3>, <0.0,4,0.3>
  material { M }
  rotate z*5
  rotate x*2
}
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