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 InPrioritySeveritySummaryStatusProgressDue In Version
334Texture/Material/FinishFeature Request3.70 releaseVery LowLowHLS colorsTracked on GitHub
0%
Task Description

It would be nice to be able to specify colors in HLS as well as RGB.

Currently, you can use a macor to convert individual colors. But this does not work in color_maps where you want smooth gradations/interpolations between two or several colors.

333User interfaceFeature Request3.70 releaseVery LowLowMake text in "about" alt+b dialog selectable with the m...Tracked on GitHub
0%
Task Description

When you press alt+b or access the “about” dialog in the Help menu it displays some text including software version number and list of contributors.

It would be nice to be able to select and copy this text using this mouse. Sometimes in the newsgroup I have to tell people what version of POVray I am using, and typing the version number can be a pain.

 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.

327Parser/SDLFeature Request3.70 releaseVery LowLowSupport for non-ASCII characters in filename stringsTracked on GitHub
0%
Task Description

pov 3.7 Can not identify the Chinese.I give the texture map filename in chinese,it turns out parse error.

319Texture/Material/FinishFeature Request3.70 releaseVery LowLowAdd interior to #default directiveTracked on GitHub
0%
Task Description

When working with predefined materials, it would be useful to have something like:

#if (!Use_photons)
  #default { interior { caustics 1 } }
#end

#include "my_predefined_materials.inc"

Default medias or IORs could also be useful.

310EditorFeature Request3.70 RC7Very LowLowEditor should remember bookmarksTracked on GitHub
0%
Task Description

Now the editor remembers only the cursor positions of the loaded files when starting a new PR session. It would be more friendly to remember whether the window was split or not, as well as the bookmarks.

 305 Geometric PrimitivesFeature Request3.70 RC7Very LowLow remove maximum component limit for blobs Closed
100%
Task Description

Blobs are currently limited to 1,000,000 components (with each cylindrical component counting as three: one cylinder + two end hemispheres); this limit may have served a historic purpose, but is now entirely arbitrary: The remaining code is limited only by the available RAM and the numeric limits of the int data type. The arbitrary maximum components limit per blob should therefore be removed.

Aside from unnecessarily limiting the power of the blob component, another drawback of the current test is that it is only performed after parsing of all the blob’s components, potentially hours after the limit had actually been reached.

300OtherFeature Request3.70 RC7DeferVery LowReference Documentation SupportTracked on GitHub
0%
Task Description

As emerged as an idea during the discussion of FS#299, an SDL / POV-Ray editor feature would be useful that allows API documentation via formal comments, e.g. in include files:

/**
 * Creates a car object.
 * @param a
 *        description of param a
 * ...
 */
#macro car(a,b,c)
  ...
#end

In addition to the ability of (auto-)generating a documentation file from such comments, an editor window feature would be convenient that allows popup display of a macro’s (object’s / parameter’s / ...) documentation section.

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.

 297 OtherFeature Request3.70 RC7Very LowLow Have a user-definable epsilon Closed
100%
Task Description

There are times when scaling an entire scene up or down is difficult or just not feasible.

One suggestion is a global_settings option.

Also, I’ve noticed that in some situations, such as interactions between certain transparent objects, the epsilon seems to kick in quite early. Perhaps there could be situational or contextual epsilons, such as the “tolerance” of sphere_sweep or the “accuracy” of isosurface.

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.

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> }

}

278BackendFeature Request3.70 RC7Very LowMediumImplement Lens Flare RenderingTracked on GitHub
0%
Task Description

Currently POV-Ray does not support rendering lens flare effects, however, they can be simulated using a macro (include file) by Chris Colefax.

I would like to suggest adding a feature to POV-Ray to support lens effects “natively” since

  • as far as I know the macro has been designed for POV-Ray 3.1 so with each new POV-Ray version it gets more likely that this macro does not work properly any more
  • the macro does not work when rendering with radiosity, probably because the macro creates the lens effect by using a pigment with a high ambient value (which is ignored by POV-Ray 3.7’s radiosity algorithm).

Additionally, the macro is not quite easy to employ because

  • it needs to know the exact camera parameters (location etc.) and defines an own camera itself so any important camera information has to be stored if the effect has to work as expected
  • it does not (actually cannot) take into account that objects may (partially) hide the lens effect
  • reflections and refractions (of light sources) cannot be combined with it properly - the user would have to calculate both the point where the reflected/refracted light source can be observed and the shape it then has due to distortion, and in more complex scenes such computations are nearly impossible in SDL.

I would suggest integrating such a lens flare rendering feature with the “looks like” mechanism you already have for light sources. Several parameters that can currently be set for the macro - including effect brightness and intensity, lens options and whether to create a flare at all - could be set for the light source.

Then POV-Ray could store the location and colour of each ray that finally intersected the “looks like” object of a light source and, having finished the main rendering, from that data compute a partially transparent “lens flare layer” eventually mixed into the rendered image. By this, the above mentioned problems could be avoided:

  • an object fully or partially intersecting a light source’s “looks like” object would also reduce the number of pixels used to create a flare - and therefore reduce that flare until fully hiding it
  • the same goes for reflected and/or refracted versions of the “looks like” object
  • the camera’s location and other properties would be used automatically
  • and finally, as a feature supported by POV-Ray itself, there would be neither compatibility issues nor problems like the effect not fitting together with radiosity.

Do not get me wrong, I would not expect POV-Ray to really calculate intersections that naturally happen in a camera lens, causing lens flares. Effects looking appropriate can actually be created just in 2D space (as some graphics programs do support) so the work to be done would, as far as I have any overview, be:

  • storing, as mentioned above, the relevant data for pixels showing “looks like” objects
  • calculating a lens flare from that data after the render has finished
  • overlaying the rendered image with the newly created lens effect.
 276 Parser/SDLFeature Request3.70 RC7Very LowMedium SDL Access to Spline Derivatives Closed
100%
Task Description

I would like to suggest an additional feature regarding splines. POV-Ray’s spline objects (spline {}) are very useful to create animation paths as a function of time from reference points; however, in many cases you do not only need a position to place an object correctly, but also its velocity etc., e.g. if you are animating a car moving along a spline you do not only need to know where the car is at a given clock value but also in which direction it is going. If you want to rotate the wheels correctly you even need to know how this direction is currently changing.

In a nutshell, if you are using splines to create an animation path, you might not only need the spline value itself, but also the value of its first and second derivative. So I suggest adding an SDL capability to access these values like it is possible to access the spline value for a given parameter.

I do not think it would be too difficult to add a feature like this as far as the backend is concerned, since for computing a (cubic) spline you need the first and second derivatives anyway. (They are probably not being stored separately, but a polynomial is not that hard to differentiate.)

Indeed I do not know how an SDL language construct for it should look like (i.e. whether to use ' and ‘’ like in mathematics or a second spline function parameter).

272OtherFeature Request3.70 RC6DeferVery LowMinor change, significant speedup in cubic polynomial s...Tracked on GitHub
0%
3.71 release Task Description

While familiarizing myself with the code, I found some small changes in the solve_cubic function that lead to a significant speedup.

In my experience, “pow” is by far the slowest function in math.h and replacing it with simpler functions usually makes a tremendous impact on the speed (it’s an order of magnitude slower than sqrt/exp/cbrt/log).

solve_cubic has a “pow” function that can be replaced by cbrt (cubic root), which is standard in ISO-C99 and should be available on all systems. Separate benchmarks of solve_cubic function show this change almost doubles the speed and does not lower the accuracy. As solve_cubic is part of the solution of quartic equation, this improves the speed for many primitives. Testing with a scene containing many torus intersection tests (attached below) I still observed almost 10% speedup (Intel, 4 threads, 2 hyperthreaded cores, antialiasing on, 600×600: from 91 to 84 seconds). And this is for a torus, where a lot of time is spent in the solve_quartic and cubic solver is only called once! Similar speedup should be expected for prism, ovus, sor and blob.

I do believe the cubic solver can be done without trigonometry, but that would mean changing the algorithm, introducing new bugs and requiring a lot of testing. However, the trigonometric evaluation can still be simplified (3% speedup in full torus benchmark).

These changes don’t affect the algorithm at all, they are mathematically identical to the existing code, so the changes can be applied immediately. I also included other changes just as suggestions. Every change is commented and marked with [SC 2.2013].

This sadly does not speedup the sturm solver, which uses bisection and regula-falsi and looks very optimized already.

The test scene I used has a lot of torus intersections from various directions (shadow rays, main rays, transmitted rays).

263Parser/SDLFeature Request3.70 RC6Very LowLowFunctions and patterns for finish variationsTracked on GitHub
0%
Task Description

the pigment {} and normals {} sections allow spatial variation of color, transparency and normal map. On the other hand, the specular parameter is a fixed scalar. This removes many possibilities. For instance, specularity could vary in space (speckles of oil or water on a surface, worn-out finish, having specularity reduce where the pigment transparency increases) and have color components. With current settings, the light’s color is simply multiplied by the scalar specified by “specular”, whereas multiplying each component with different color could create diverse effects (the “metallic” keyword already acts similar to duplicating the specular color from the pigment). The syntax could be exactly the same as for the pigment (all the patterns, color maps, image maps and functions would apply, allowing reuse of most of the code).

The effect can now be partially faked by having patterned textures, but it requires a very complex code and the lack of layering of patterned textures makes it difficult to vary the specularity and pigment separately.

In a similar way, roughness and brilliance could also vary in space.

Doing the same for varying reflectivity would be more difficult, as it has angular dependence and possibilty of Fresnel calculation, but it could at least be a full color instead of a simple scalar multiplier. For instance, having a blue surface that reflects only red component of the light should not be impossible.

I think at least part of this functionality actually makes the scene description language more uniform and self-consistent.

256Texture/Material/FinishFeature Request3.70 RC6Very LowLowCSG texturing modesTracked on GitHub
0%
Task Description

At times, the current method of specifying texture for
CSG components and compounds is restricting. The issue
pops up now and then, see e.g.

http://news.povray.org/povray.pov4.discussion.general/thread/%3Cweb.4799def8e1857b77c150d4c10%40news.povray.org%3E/

http://news.povray.org/povray.general/thread/%3Cweb.4fc892634f065c00e32b83540@news.povray.org%3E/

http://news.povray.org/povray.general/thread/%3Cweb.5073e9f7dae1fbb2d97ee2b90%40news.povray.org%3E/

There should be a new CSG option “texture_mode” or similar, which could take
one of the following values:

preserve (the current behavior)
cutaway (the current behavior when specifying cutaway_textures)
override (replace all individual textures with compound texture)
layer (layer the compound texture over the existing textures)

and possibly, more involved

modify/merge: if both element and compund textures are simple, i.e.
not layered or mapped, override all default values of the element
textures with the values from the compound texture. The idea would
be to, e.g., have the elements already pigmented but then apply
common normal or finish properties.

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.

 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.

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).

242OtherFeature RequestAllDeferVery LowAlgorithm to fix the so-called shadow line artifactTracked on GitHub
0%
Task Description

The so-called shadow line artifact (http://wiki.povray.org/content/Knowledgebase:The_Shadow_Line_Artifact) which affects objects with a ‘normal’ statement as well as smooth meshes and heightfields can be really annoying sometimes. Currently the only way to remove it is to make the object shadowless, which isn’t a good solution except in very special cases.

This algorithm could remove the artifact: If the actual normal vector of the object points away from the light source (its dot-product with the light vector is negative) but the perturbed normal points towards it (dot-product positive), then ignore the first shadow-test intersection with the object itself.

There are alternative ways of implementing an equivalent functionality:

- Don’t check the condition (if it’s too difficult to check due to how the code is designed) but always ignore the first intersection with the objects itself. This will work properly with closed surfaces but not with open ones, so it might need to be a feature for the user to turn on with a keyword (similar to eg. ‘double_illuminate’).

- Alternatively, don’t ignore the first intersection, but instead ignore the “opposite side” of the object’s surface (again, possibly only if a keyword has been specified). In other words, if we are rendering the outer side of the object, ignore its inner side when shadow-testing, and vice-versa.

- Perhaps simply add a feature to make surfaces one-sided (similarly to how they can be made so in OpenGL and similar scanline rendering systems). In other words, the inner side of a surface is completely ignored everywhere, making the object virtually invisible from the inside. The advantage of this feature would be that it can have uses other than simply removing the shadow line artifact.

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.

 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

230User interfaceFeature Request3.70 RC3Very LowLowImproved handling of animationsTracked on GitHub
0%
Task Description

October to middle November, I prodduced a 5 minutes video mainly py POVRAY.

Here a part of the video.ini file

#

# szenes based on games.pov
#

#game-pat
#Initial_Frame=450 - time scale 1000 - 30 seconds
#Final_Frame=899
#Initial_Clock=-12500
#Final_Clock=17500

#game-lost - time scale 1000 - 22 seconds
#Initial_Frame=0
#Final_Frame=659
#Initial_Clock=2000
#Final_Clock=24000

#game-lost - time scale 3000 - 12 seconds - fast through the night
#Initial_Frame=0
#Final_Frame=359
#Initial_Clock=24000
#Final_Clock=60000

#book-cover
#clock=64000

#game-sunrise - time scale 1000 - 35 seconds
#Initial_Frame=0
#Final_Frame=1049
#Initial_Clock=60000
#Final_Clock=95000

Now imagine all the problems:

One computer crashes often because of thermal problems.
Last picture rendere 487.

Now calculate the setings, that this computer continues the task at 487

Or 2 computers should render a scene.

Sounds very easy. Something like computer 1 makes 0..499 computer 2 makes 500..999.

But the computers are different in speed and the pictures are
very different in computation time.

So it would be best

computer 1: 0 to 999
computer 2: 999 to 0

They would meet in the middle, where ever this middle is.

So it would be much easier with

#game-sunrise - time scale 1000 - 35 seconds
Initial_Frame=0
Final_Frame=1049
Initial_Clock=60000
Final_Clock=95000
Initial_Task=487
Final_Task=1049

So I have not to calculate the exact clock seting,
when a computer sould continue a task after crashing at picture 487

#game-sunrise - time scale 1000 - 35 seconds
Initial_Frame=0
Final_Frame=1049
Initial_Clock=60000
Final_Clock=95000
Initial_Task=1049
Final_Task=0

This would be the reverse calcualtion order.
Starting with picture 1049 and going down 1048..1047

229Image formatFeature Request3.70 RC3Very LowLowClock value into EXIF data for PNGTracked on GitHub
0%
Task Description

The best time for a picture....

I set the day time and so the position of the sun by “clock=”

Normal I document my source very good, but this time,
I forgot the clock seting for the picture of my book cover.

So I would find it very practicall to put the clock value
and other setings for rendering
into EXIF data of the picture.

 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.

 211 Image formatFeature Request3.70 RC3Very LowLow Fill blank space with pixels on quit rendering Closed
100%
Task Description

It would be nice when quitting a render if the remaining space were filled with empty pixels. That way the partial render will still be viewable in all image apps.

 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.

 187 FrontendFeature Request3.70 beta 41Very LowLow POV-Ray 3.70 ignores SIGTSTP signal, noisy on SIGWINCH  ...Closed
100%
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.

178Texture/Material/FinishFeature Request3.70 beta 39Very LowLowModify metallic reflection code to better work with con...Tracked on GitHub
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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
}
177Light sourceFeature Request3.70 beta 39Very LowLowAdd support for conserve_energy to shadow computationsTracked on GitHub
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Task Description

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

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

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

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

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

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

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

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

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

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


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

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

// before target object
box {
  <2.4,0,-2.3>, <2.6,4,-0.3>
  material { M_PseudoGlass }
  photons { pass_through }
  rotate z*1 // just to better see the reflection of the horizon
}
 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/

 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.

 164 OtherFeature Request3.70 beta 38Very LowLow Date/time stamp on rendered images Closed
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Task Description

I’d like to request the ability to create a date/time stamp on output images so that new renders don’t always overwrite old ones. Thanks.

 160 OtherFeature RequestAllVery LowVery Low Parallel GPU processing support Closed
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Task Description

...for instance nVidia’s CUDA architecture, discussed here and other places.

General consensus is that it’s not worth the effort if only a partial set of POV-Ray’s features are possible.

 152 Parser/SDLFeature Request3.70 beta 37aVery LowLow Camera in object, union statements Closed
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Task Description

Currently, cameras placed inside object or union statements will halt the render with an error. Take for instance the following case:

#local temp_camera_1 = camera
{
  orthographic
  location  z*-12
  direction  z
  up    y
  right    x*image_width/image_height
  scale    32
}

#local temp_light_1 = light_source
{
  0
  color rgb 1
  translate <-30, 30, -30>
}

#local temp_light_2 = light_source
{
  0
  color rgb 1
  translate <-30, 30, +30>
}

union
{
  object {temp_light_1}
  object {temp_light_2}
//  camera {temp_camera_1}  // doesn't work!!!
}

//object {temp_camera_1}  // doesn't work!!!
camera {temp_camera_1}  // works!!!

Changing this behavior would make it possible to more easily apply transformations to scene objects and the camera at the same time in situations where the scene’s frame of reference is in motion relative to the rest of the scene, for instance in animations.

 149 User interfaceFeature Request3.70 beta 37aVery LowLow Tray icon: show render progress Closed
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Task Description

In the tray icon, I’d like to see the render progress indicated somehow icon itself. Either a set of numbers (percents), or a change in color of the icon (e.g. from top to bottom). Something like the attached images.

 148 DocumentationFeature Request3.70 beta 37aVery LowLow Thumbnails in docs for shapes.inc, shapes_old.inc, shap ...Closed
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Task Description

The documentation entries for shapes.inc, shapes_old.inc, shapes2.inc, shapesq.inc, etc. should have thumbnails next to the object descriptions.

145Parser/SDLFeature Request3.70 beta 37aVery LowLowStack trace report on errorTracked on GitHub
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Task Description

In other languages if you encounter an error you’ll often be presented with a stack trace showing not only the file and line number the error occurred at, but also any calling functions and _their_ calling functions and so on.

Currently, Povray reports the line number of the error as well as the last five or so lines prior to the error. This is usually OK in simple scenes, but breaks down when you start making use of inclusion and macros.

Let’s say you have a macro located in a file that you then include in your scene. Within your scene you call the macro multiple times, passing input to it. However, by accident you pass _invalid_ input to the macro at some point, resulting in an error when parsing. In this case Povray will report the error as belonging to the macro whereas the actual bug exists in the calling code. If the macro is called more than once in your scene it can be difficult to figure out _which_ instance is the one supplying the bad input.

Not sure how much of this is achievable in Povray.

 143 BackendFeature Request3.70 beta 37aVery LowLow explicit Output_File_Name for images/animations Closed
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Task Description

The ability to specify an exact name for output images during animations would be great. As it is, POV-Ray appends a numerical designation to each image (e.g. image001.png, image002.png, etc. Overriding this behavior would allow certain tasks to be accomplished without cluttering the hard drive. For instance, an image could be rendered over and over again. Certain things like cellular automata, ripple tank simulations and feedback fractals could be performed without the resulting long list of images in a given directory.

The command line option could be in the form of +oefile/+Output_File_Name_Exact=file or some such.

142Texture/Material/FinishFeature Request3.70 beta 37aVery LowLowcamera_view pigment from MegaPOVTracked on GitHub
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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!

140Platform-specificFeature Request3.70 beta 37aVery LowLow"Reload" option in File menuTracked on GitHub
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Task Description

Would be great to have a “Reload” option in the File menu to manually reload the current file from disk, discarding all subsequent changes since the last save.

 139 Platform-specificFeature Request3.70 beta 37aVery LowLow "Delete" option in File menu Closed
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Task Description

Would be nice to have a “Delete” option in the File menu to delete the current file from disk.

138User interfaceFeature Request3.70 beta 37aVery LowLow"Rename" option in File menuTracked on GitHub
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Task Description

Would be great if there were a “Rename” option in the editor File menu to rename the current file name. Otherwise, you have to close the file, rename it in file manager, then open the file again, thus loosing the current tab position and undo history for the file.

 137 Include filesFeature Request3.70 beta 37aVery LowLow atand function Closed
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3.70 beta 38 Task Description

There already exist atan, atan2 and atan2d functions, why not atand?

 136 Parser/SDLFeature Request3.70 beta 37aDeferVery Low String concatenation operator Closed
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Task Description

Using the concat function is tedious. Why not just have an operator with which to concatenate strings?

“Hello " + “world!”

“Hello " . “world!”

 135 Platform-specificFeature Request3.70 beta 37aVery LowLow Right-click menu when clicking on editor tab Closed
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3.70 beta 38 Task Description

When right-clicking on a tab in the editor window a list of options should appear, such as:

* Close
* Close all but this
* Save
* Save as
* Print

See Notepad++, EditPad Lite, and Firefox for examples.

 134 Image formatFeature Request3.70 beta 37aVery LowLow INI option to overlay render information on output imag ...Closed
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Task Description

It would be nice to configure an INI option to add render information like render time, date, and input file to output images.

133Geometric PrimitivesFeature Request3.70 beta 37aDeferVery LowSubdivision supportTracked on GitHub
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Future release Task Description

Someone built a version of Povray with internal support for automatic subdivision of meshes. See:

http://www.cise.ufl.edu/~xwu/Pov-Sub/

Would like to see this feature added natively to Povray.

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