POV-Ray : Newsgroups : povray.binaries.images : POVing again (~170k) : Re: POVing again (~170k) Server Time
14 Nov 2024 10:17:53 EST (-0500)
  Re: POVing again (~170k)  
From: Sun Tzu
Date: 29 Feb 2004 20:40:50
Message: <404294a2@news.povray.org>
Thank you!  Between you and Tek, I'll have enough things to figure out, to
keep me busy for awhile.   If only I didn't have to work and could play at
this stuff all the time.   Of course then I couldn't afford a computer,
hehe.


"Dan P" <dan### [at] yahoocom> wrote in message
news:40418bde@news.povray.org...
> "Sun Tzu" <sun### [at] nospamhotmailcom> wrote in message
> news:40418355@news.povray.org...
> > Thanks for the suggestions.  I'm not that experienced with POV though so
> I'm
> > not sure exactly how to implement your ideas.   The materials always
seem
> to
> > be one of my biggest problems.  I obviously need some tutoring in making
> > good materials.  How would I "average in a wrinkles pigment" on the
label.
>
> Averaging pigments together is a very powerful too. To average pigments
> together, use a "pigment_map" and a map type of "average". The following
> code creates a plasma effect by averaging three pigments together. Note
that
> the "weight" of pigment for each is "1". Because there are three averaged
> together, in order to get a value of "1.0" for full color, I have to use
"3"
> for the color value (3 times the amount of 1):
>
> plane
> {
>  z, 1
>
>  pigment
>  {
>   average
>
>   pigment_map
>   {
>    [ 1  wrinkles
>
>     color_map
>     {
>      [0 rgb <0, 0, 0> ]
>      [1 rgb <3, 0, 0> ]
>     }
>    ]
>
>
>    [ 1 wrinkles
>
>     color_map
>     {
>      [0 rgb <0, 0, 0> ]
>      [1 rgb <0, 3, 0> ]
>     }
>
>     translate 0.5
>     ]
>
>    [ 1 wrinkles
>
>     color_map
>     {
>      [0 rgb <0, 0, 0> ]
>      [1 rgb <0, 0, 3> ]
>     }
>
>     translate -0.5
>     ]
>   }
>  }
>
>  finish { ambient 1 }
> }
>
> > Even more mysterious to me is the "subsurface scattering" that both you
> and
> > Tek suggest.  Here is the outside surface of the cheese, the 'sliced'
> > surfaces and bubbles are the same but without the normal.  How would I
put
> > in subsurface scattering?
>
> I'd like to know too -- I haven't advanced to the point of being able to
do
> that. Tek knows more about that stuff than I. There is this really great
> animation out there that shows subsurface scattering -- it was this marble
> pyramid people were talking about a while back that was really something.
> The code to that pyramid would really advance our understanding.
Christopher
> Huff is also amazingly knowledgeable about densities and the like.
>
>


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