Chrome die on a checkered plane, with varying surface roughness.
Renders were done using POV-Ray 3.7 with a blurred reflection patch;
highlights are specular highlights carefully tuned in both intensity and
roughness to match the reflection.
Roughly 2 minutes of parsing time for the die mesh, plus 20 minutes
rendering time. Not to forget the one-time 8 minutes or so to generate
the mesh from an isosurface.
Before you get over-excited: No, I do /not/ intend to push this patch
into POV-Ray 3.7 proper. Instead, I plan to expand it into a full-blown
stochastical rendering patch, akin to MC-Pov.
There - that's it, now you know. The die is cast. Alea iacta est.
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