OSPRay Materials need cleanup
A few observations on the picture at the bottom of #18016 (closed). I am slowly learning how to visualize materials with OSPRay. So, you have a learning curve occurring here also. Wood looks spectacular. If you haven't created texture coordinates, picture looks bad, but there is no warning. We need a warning if no texture coordinates. Further, I am pretty sure we will soon need to come up with other ways to calculate texture coordinates.
I actually like the Aluminum much better now, as I used a better object. disk_out_ref.exo has too large of cells. Also, the textureMapToCylinder uses cell faces, rather than points. This leaves big flat areas. Fixed by using Sources/Cylinder.
I see lots of little random pixels. This was corrected by changing Samples per Pixel. 7 works pretty well. We need to do two things:
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Figure out where these random pixels are coming from. I believe they are an error. We shouldn't mask them - we should fix them.
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Have ParaView move to 1 Sample per Pixel when mouse is down, Change Samples per Pixel to say 7 or 9 when mouse is up.
How I tested:
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Sphere. Change resolutions to 64X64.
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Transform (move the sphere to the side)
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TextureMapToSphere. Wood.
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Cylinder. Change Resolution to 64x64. (Cylinder appears to already have texture coordinates.)
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Transform. Rotate the Cylinder 90 degrees.