I tried to reproduce the dimensions of your scenery with the POVRay code below. Here, I show surface elements of 10 cm (0.0001) width that have a varying elevation of z=(i+j)*0.000001 (i.e. 1 mm for every step). I would expect 2D stairs that gradually rise with distance from the origin (0.0,0.0,1750.0).
/*
display a planet's surface with real dimensions
*/
#include "colors.inc"
// dimensions
#declare Radius = 1750.0; // planet radius in km
#declare nEl = 100; // nEl x nEl will be produced
#declare sEl = 0.0001; // size of one surface element
//
#declare camX = 0.0;
#declare camY = 0.0;
#declare camZ = Radius + 0.003
camera {
location <camX,camY,camZ>
look_at <camX+1,camY+1,camZ-1>
angle 50
sky <0,1,0>
up <0,9,0>
right <16,0,0> // up,right -> 16:9
}
light_source { <camX,camY,camZ>
color White
fade_distance 2.0
fade_power 1
}
#macro SElement(Xoff,Yoff,Zoff)
#local cbase=<0.9,0.1,0.1>; // base color
#local hcolr=rand(hh)*0.1; // color variation
#local hcolg=rand(hh)*0.1;
#local hcolb=rand(hh)*0.1;
#local OneElement = box { <0,0,0>, <1,1,1>
texture {
pigment { color cbase+<hcolr,hcolg,hcolb> }
}
}
object{ OneElement
scale sEl
translate <Xoff,Yoff,Zoff> }
#end // macro SElement
// create surface from surface elements of varying elevation Zoff
#local i=0;
#local j=0;
#while (i<nEl)
#while (j<nEl)
#local Xoff = i*(sEl);
#local Yoff = j*(sEl);
#local Zoff = Radius + (i+j)*0.000001;
SElement(Xoff,Yoff,Zoff)
#local j=j+1;
#end
#local j=0;
#local i=i+1;
#end
To my surprise, this happens:
In regular intervals, there are large steps in the pattern that cannot be explained by the simple math of the scene description. When I change to Radius=1.0; the artefacts have disappeared:
So the conclusion (and the answer to your question, not to the problem in general) must be: Yes, POVRay has some issue when adding large and small numbers. Maybe there is a switch telling POVRay to use double precision. I don't know. I guess, there are experienced POVRay users who just smile when they read this.
I hope this helps. Anyway, I also learned something by answering your question.
Cheers, Marcus