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From: Jellby
Subject: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 09:54:19
Message: <41d56813@news.povray.org>
(I cancelled a previous message, I forgot to reduce the filesize)

Does this look interesting?

It's just an isosurface filled with dense media. Standard lighting (no
radiosity), no antialiasing: 3 hours in a P4 3.2GHz. The yellow "spikes"
are probably due to the slightly filtering pigment (<1,1,0.95>).

I've tried a HF, but it's either too low resolution or gives some problem
(with the HF_Sphere macro, there seems to be an error somewhere, but the
"debug information" printed by povray is endless, it looks like the
generated file is just a few very long lines).

-- 
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby


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Attachments:
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Preview of image 'test.jpg'
test.jpg


 

From: ABX
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 10:10:12
Message: <etqat09e0ji5id94ddr1oco9g4kbp847n5@4ax.com>
On Fri, 31 Dec 2004 15:54:11 +0100, Jellby <jel### [at] yahoocom> wrote:
> Does this look interesting?

Yes, good opening to New Year of raytracing :-)

ABX


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From: Aaron Gillies
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 10:51:38
Message: <41d5758a$1@news.povray.org>
Yep.  It's great!  I like the fungus growing on it.

Aaron


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From: Oskar Bertrand
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 12:26:04
Message: <41d58bac$1@news.povray.org>
Jellby wrote:

> Does this look interesting?

Yes!  Looks like a waxy asteroid with settlement lights on the dark 
side, about to collide with the galactic checkerboard phenomenon.


Oskar


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From: Alf Peake
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 14:53:57
Message: <41d5ae55@news.povray.org>
Now that's a lime flavoured icecream, just out the freezer, slightly 
frosted.

Alf


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From: Alf Peake
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 14:59:59
Message: <41d5afbf$1@news.povray.org>
Which I now realize has familiar geography :/

Alf


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From: Jellby
Subject: Re: Lame attempt at sub-surface scattering
Date: 1 Jan 2005 13:59:43
Message: <41d6f314@news.povray.org>
Two more views, now they're heightfields (meshes) and the antialiasing is
on, but that means they have less resolution. This is about as much as my
computer memory (512M) can hold, it's 4-8 times less detailed than the
isosurface :-/  I also added a little bit of colour, hope this helps. I
think the close-up looks like those ice sculptures they sometimes show on
TV...

-- 
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby


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Attachments:
Download 'test-2.jpg' (51 KB) Download 'test-3.jpg' (42 KB)

Preview of image 'test-2.jpg'
test-2.jpg

Preview of image 'test-3.jpg'
test-3.jpg


 

From: EagleSun
Subject: Re: Lame attempt at sub-surface scattering
Date: 1 Jan 2005 23:25:00
Message: <web.41d7770b3bf057153ffc53560@news.povray.org>
Jellby <jel### [at] yahoocom> wrote:
> Two more views, now they're heightfields (meshes) and the antialiasing is
> on, but that means they have less resolution. This is about as much as my
> computer memory (512M) can hold, it's 4-8 times less detailed than the
> isosurface :-/  I also added a little bit of colour, hope this helps. I
> think the close-up looks like those ice sculptures they sometimes show on
> TV...

I'm interested in seeing the source code that made the bumps and how you got
that into a sphere....


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From: Tim Cook
Subject: Re: Lame attempt at sub-surface scattering
Date: 1 Jan 2005 23:40:36
Message: <41d77b44$1@news.povray.org>
EagleSun wrote:
> I'm interested in seeing the source code that made the bumps and how you got
> that into a sphere....

Something like...

#include "functions.inc"
#declare PlanetSize=6371.3
#declare PlanetRelief=200
#declare fn_PlanetBump=function{
   pigment{
     image_map{
       tiff "c:\imagemap.tif"
       map_type 1
       once
       interpolate 4
     }
   }
}
isosurface{
   function{f_sphere(x, y, z, PlanetSize)-fn_PlanetBump(x, y, 
z).red*PlanetRelief}
   contained_by{sphere{0,(PlanetSize+PlanetRelief)*1.01}}
   pigment{
     color rgb 1
   }
}

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Jellby
Subject: Re: Lame attempt at sub-surface scattering
Date: 2 Jan 2005 03:55:48
Message: <41d7b712@news.povray.org>
Entre otras cosas, EagleSun tuvo a bien escribir:

> Jellby <jel### [at] yahoocom> wrote:
>> Two more views, now they're heightfields (meshes) and the antialiasing is
>> on, but that means they have less resolution. This is about as much as my
>> computer memory (512M) can hold, it's 4-8 times less detailed than the
>> isosurface :-/  I also added a little bit of colour, hope this helps. I
>> think the close-up looks like those ice sculptures they sometimes show on
>> TV...
> 
> I'm interested in seeing the source code that made the bumps and how you
> got that into a sphere....

#declare Relief = function {
  pigment {
    image_map {
      png "terrainbase_4320.png"
      map_type 1
      interpolate 2
    }
  }
}
#declare fRelief = function { Relieve(x,y,z).grey }
#declare Radius = 3;
#declare Height = 2;

// Earth as an isosurface
#declare Earth = isosurface {
  function { f_r(x,y,z) - (Radius + (fRelief(x,y,z)-0.5)*Height) }
  contained_by{ sphere { <0, 0, 0>, Radius+0.1*Height } }
  open
  accuracy Height*0.5/65536
  evaluate 7, 1.15, 0.7
}

#include "shapes.inc"
HF_Sphere(fRelieve,0,0,<1080,1081>,1,"earth-ld.hf",<0,0,0>,Radius-Height/2,2)

// Earth as a mesh
#declare EarthHF = object {
  #include "earth-ld.hf"
}

-- 
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby


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