Difference between revisions of "HowTo:Fix artifacts"

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(→‎Coincident Surfaces: link to section in docs)
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*Two or more surfaces occupy the same plane. The choice of which surface gets rendered varies from pixel to pixel according to the whim of POV-Ray. Translating one surface by 0.0001 out of the plane will usually fix this.  This is probably the most common cause of 1px speckles on specific objects in a scene.
 
*Two or more surfaces occupy the same plane. The choice of which surface gets rendered varies from pixel to pixel according to the whim of POV-Ray. Translating one surface by 0.0001 out of the plane will usually fix this.  This is probably the most common cause of 1px speckles on specific objects in a scene.
  
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See [[Documentation:Tutorial Section 2.1#Co-incident Surfaces]].
  
 
==Radiosity==
 
==Radiosity==

Revision as of 16:10, 26 July 2010

On occasion, some objects in your scene may have speckles or what looks like random noise on the surface. Below are a few possible causes:

Coincident Surfaces

  • Two or more surfaces occupy the same plane. The choice of which surface gets rendered varies from pixel to pixel according to the whim of POV-Ray. Translating one surface by 0.0001 out of the plane will usually fix this. This is probably the most common cause of 1px speckles on specific objects in a scene.

See Documentation:Tutorial Section 2.1#Co-incident Surfaces.

Radiosity


Transparent and Reflective Surfaces

  • Scenes that many reflective/transparent surfaces may run afoul of the default max_trace_level setting. Check the messages from the render, as POV-ray will tell you if the max_trace_level was reached during a render. If it was reached, raise the max_trace_level to a higher value.


Other Causes

  • You've rendered a scene using certain textures with anti-aliasing turned off. The difference caused by the use of anti-aliasing can be startling, especially with a texture which is supposed to have weird speckles! ;-) Note that the appearance of speckles on a surface is not only controlled by the pigment statement, but can be the result of a small, bumpy normal, or the use of crand in the finish statement.