sibarrick Posted October 23, 2004 Share Posted October 23, 2004 (edited) Can anyone see what is wrong with this bit of code? I think I'm missing something blindingly obvious but I can't see it. It actually seems to work but when I put it on an animated object the results seem to vary radically from frame to frame, I just can't see why. #define PI 3.1415926535897932 float shadows(string pcmap;int nfp;float rad,samt;int back) { vector mapP; float w,occ; int test,pn; string channel = "S"; vector pp = wo_space(P); int handle = pcopen(pcmap, "P", pp, rad, nfp); while (pcunshaded(handle,channel)) { pcimport(handle, "P", mapP); pcimport(handle, "width", w); float shad = 0; int lc = 0; if (back) { illuminance(ow_space(mapP),N,PI) { if (rayhittest(ow_space(mapP),L,w+0.05)>0) shad++; //if (fastshadow(ow_space(mapP),L,w+0.05)==0) shad++; lc ++; } } else { illuminance(ow_space(mapP)) { if (rayhittest(ow_space(mapP),L,w+0.05)>0) shad++; lc ++; } } occ = 1-shad/lc*samt; test = pcexport(handle, channel, occ); } shad = pcfilter(handle,channel); pcclose(handle); return shad; } surface shadow_cloud( string pcmap = ""; // pointcloud file float samt = 0.5; int snfp = 50; float srad = 10; int doback = 1; ) { Cf = shadows(pcmap,snfp,srad,samt,doback); } Doh! figured it out, it's just the bias value too high. Edited October 24, 2004 by sibarrick Quote Link to comment Share on other sites More sharing options...
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