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Does POV have this feature yet, or is it still just an Uberpov thing?
Mike
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On 04/02/2018 06:59, Mike Horvath wrote:
> Does POV have this feature yet, or is it still just an Uberpov thing?
>
>
Yes in Ver 3.7
--
Regards
Stephen
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On 2/4/2018 3:03 AM, Stephen wrote:
> On 04/02/2018 06:59, Mike Horvath wrote:
>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>
>>
> Yes in Ver 3.7
>
>
Does anyone know what appropriate values might be for LEGO (Ldraw) models?
Here are the mm and ldu units:
http://www.brickwiki.info/wiki/LDraw_unit
Mike
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On 2/4/2018 3:03 AM, Stephen wrote:
> On 04/02/2018 06:59, Mike Horvath wrote:
>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>
>>
> Yes in Ver 3.7
>
>
Wow, there are a lot of _conditions_ that need to be met before sss will
work.
Mike
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On 05/02/2018 06:19, Mike Horvath wrote:
> On 2/4/2018 3:03 AM, Stephen wrote:
>> On 04/02/2018 06:59, Mike Horvath wrote:
>>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>>
>>>
>> Yes in Ver 3.7
>>
>>
>
> Wow, there are a lot of _conditions_ that need to be met before sss will
> work.
>
And if you don't use the mm_per_unit correctly. An angel with a fiery
sword comes after you. ;-)
You will get a severe finger wagging. :-)
--
Regards
Stephen
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On 2/4/2018 3:03 AM, Stephen wrote:
> On 04/02/2018 06:59, Mike Horvath wrote:
>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>
>>
> Yes in Ver 3.7
>
>
Do you mean 3.7.1? Because that's what it says in my old uberpov scenes.
Mike
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I tried an old scene that worked properly in uberpov, but I see no
effect in 3.7.0 or 3.8.0 alpha.
Here are my global_settings:
global_settings
{
assumed_gamma 1
#if (Use_Radiosity = 1)
radiosity
{
pretrace_start 0.1
pretrace_end 0.001
recursion_limit 2
count 3
nearest_count 20,10
always_sample off
maximum_reuse 0.1
minimum_reuse 0.001
// no_cache
}
#end
ambient_light 0
// mm_per_unit 0.4
mm_per_unit 1/4000
adc_bailout 0.001
max_trace_level 8
subsurface
{
samples 5, 5
radiosity true
}
}
Here is my finish:
#declare lg_solid_finish = finish
{
ambient 0
#if (lg_quality >= 2)
diffuse albedo 0.9
specular albedo PlasticSpecularity
roughness PlasticRoughness
fresnel on
reflection
{
PlasticSpecularity
// roughness PlasticRoughness
fresnel on
}
#end
conserve_energy
}
Are there additional settings I am missing?
Mike
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On 2/5/2018 4:20 AM, Mike Horvath wrote:
> I tried an old scene that worked properly in uberpov, but I see no
> effect in 3.7.0 or 3.8.0 alpha.
>
> Here are my global_settings:
>
>
> global_settings
> {
> assumed_gamma 1
> #if (Use_Radiosity = 1)
> radiosity
> {
> pretrace_start 0.1
> pretrace_end 0.001
> recursion_limit 2
> count 3
> nearest_count 20,10
> always_sample off
> maximum_reuse 0.1
> minimum_reuse 0.001
> // no_cache
> }
> #end
> ambient_light 0
> // mm_per_unit 0.4
> mm_per_unit 1/4000
> adc_bailout 0.001
> max_trace_level 8
> subsurface
> {
> samples 5, 5
> radiosity true
> }
> }
>
>
> Here is my finish:
>
> #declare lg_solid_finish = finish
> {
> ambient 0
> #if (lg_quality >= 2)
> diffuse albedo 0.9
> specular albedo PlasticSpecularity
> roughness PlasticRoughness
> fresnel on
> reflection
> {
> PlasticSpecularity
> // roughness PlasticRoughness
> fresnel on
> }
> #end
> conserve_energy
> }
>
>
> Are there additional settings I am missing?
>
>
> Mike
#declare PlasticSpecularity = 1.0;
#declare PlasticRoughness = 0.001;
Mike
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On 05/02/2018 08:57, Mike Horvath wrote:
> On 2/4/2018 3:03 AM, Stephen wrote:
>> On 04/02/2018 06:59, Mike Horvath wrote:
>>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>>
>>>
>> Yes in Ver 3.7
>>
>>
>
> Do you mean 3.7.1? Because that's what it says in my old uberpov scenes.
>
>
3.7.0 on my machine. I've not used it much recently.
--
Regards
Stephen
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On 02/05/2018 04:20 AM, Mike Horvath wrote:
> I tried an old scene that worked properly in uberpov, but I see no
> effect in 3.7.0 or 3.8.0 alpha.
>
> Here are my global_settings:
>
>
> global_settings
> {
> assumed_gamma 1
> #if (Use_Radiosity = 1)
> radiosity
> {
> pretrace_start 0.1
> pretrace_end 0.001
> recursion_limit 2
> count 3
> nearest_count 20,10
> always_sample off
> maximum_reuse 0.1
> minimum_reuse 0.001
> // no_cache
> }
> #end
> ambient_light 0
> // mm_per_unit 0.4
> mm_per_unit 1/4000
> adc_bailout 0.001
> max_trace_level 8
> subsurface
> {
> samples 5, 5
> radiosity true
> }
> }
>
>
> Here is my finish:
>
> #declare lg_solid_finish = finish
> {
> ambient 0
> #if (lg_quality >= 2)
> diffuse albedo 0.9
> specular albedo PlasticSpecularity
> roughness PlasticRoughness
> fresnel on
> reflection
> {
> PlasticSpecularity
> // roughness PlasticRoughness
> fresnel on
> }
> #end
> conserve_energy
> }
>
>
> Are there additional settings I am missing?
>
>
> Mike
You need a subsurface {} block in your finish {} block in addition too
the one in global_settings {}.
Remember there are almost always example scenes for features. A
subsurface.pov sample scene ships with POV-Ray. It can also be found
online at:
https://github.com/POV-Ray/povray/tree/master/distribution/scenes/subsurface
Bill P.
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