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From: clipka
Subject: SSLT future
Date: 20 Feb 2011 12:35:35
Message: <4d6150e7@news.povray.org>
A glimpse into the future of POV-Ray's Subsurface Light Transport; the 
left bead uses a classic texture; the others use SSLT textures with 
increasing translucency; material definition syntax is as follows:

     texture {
       pigment {
         bozo
         color_map {
           [0.0 color rgb <1.00,0.05,0.05>]
           [0.4 color rgb <1.00,0.80,0.05>]
           [0.7 color rgb <1.00,1.00,1.00>]
           [1.0 color rgb <0.05,0.80,1.00>]
         }
         scale <0.3,1,0.3>
       }
       finish {
         diffuse 0.6
         ambient 0
         specular 1.0 roughness 0.001
         reflection { 1.0 fresnel }
         conserve_energy
         subsurface { translucency Trans }
       }
     }
     interior { ior 1.5 }

where Trans is either a float or an RGB vector.

Note how the effective color is determined by the pigment (except for 
unusually "low density" materials, where some side effects kick in); 
also note the addition of transparency where the object's "density" is 
particularly low compared to its size.

I also threw out some yet undiscovered bugs.

Please don't get too excited yet though: The changes will not make it 
into 3.7.0; I expect to rush out a patch though as soon as a 3.7.0 
version is released with a non-beta license.


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translucency_test.png


 

From: clipka
Subject: Re: SSLT future
Date: 20 Feb 2011 12:58:24
Message: <4d615640@news.povray.org>
Same beads, illuminated from behind and without the ground plane


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translucency_test.png


 

From: Stephen
Subject: Re: SSLT future
Date: 20 Feb 2011 13:21:01
Message: <4d615b8d@news.povray.org>
On 20/02/2011 5:58 PM, clipka wrote:
> Same beads, illuminated from behind and without the ground plane

Looks good! Keep up the good work.

-- 
Regards
     Stephen


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From: Robert McGregor
Subject: Re: SSLT future
Date: 20 Feb 2011 15:20:01
Message: <web.4d6176663084c50794d713cc0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> A glimpse into the future of POV-Ray's Subsurface Light Transport...

Wow, that looks really great Christoph! I've been thinking about SSLT ivory
since Stephen first showed his lamp scene; such a pain to get it right! Here are
a couple of 10cm-long test rhinos, on left with no SSLT, on right with SSLT base
texture and layered texture with pigment at filter 0.6 (trying to match a
reference photo), no radiosity. Not too bad I guess...

But your new method looks to be SO MUCH better! A few questions:

* Will radiosity work okay with it? I get lots of blocky artifacts with SSLT and
radiosity in the current implementation.

* Will we be able to set a scattering color that's different than the specified
pigment?

* Does this new version still use the scattering/absorbing coefficients and
mm_per_unit?

Regardless, really looking forward to trying it - thanks for your hard work!

Cheers,
Rob
-------------------------------------------------
www.McGregorFineArt.com


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rhinos.png


 

From: Stephen
Subject: Re: SSLT future
Date: 20 Feb 2011 15:40:27
Message: <4d617c3b@news.povray.org>
On 20/02/2011 8:16 PM, Robert McGregor wrote:
> I've been thinking about SSLT ivory
> since Stephen first showed his lamp scene; such a pain to get it right!

You're telling me ;-)
Have you tried putting your models in a scene? I'd be interested in the 
results.

> Here are
> a couple of 10cm-long test rhinos, on left with no SSLT, on right with SSLT base
> texture and layered texture with pigment at filter 0.6 (trying to match a
> reference photo), no radiosity. Not too bad I guess...

Not too bad at all, at all. I've not thought of layering over SSLT.

-- 
Regards
     Stephen


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From: clipka
Subject: Re: SSLT future
Date: 20 Feb 2011 16:22:49
Message: <4d618629$1@news.povray.org>
Am 20.02.2011 21:16, schrieb Robert McGregor:
>
> * Will radiosity work okay with it? I get lots of blocky artifacts with SSLT and
> radiosity in the current implementation.

I'm not sure - that depends on what you're seeing. I found and 
eliminated a bug in the code that kind of "shattered" a surface 
according to which component of the surface normal was smallest. Other 
than that, I'm not aware of any problems with combining radiosity & SSLT 
(except that SSLT-enabled objects currently don't actually use the 
radiosity code, but an inferior substitute).

> * Will we be able to set a scattering color that's different than the specified
> pigment?

Yup - the sample images actually do use this, being more translucent for 
reds and oranges (giving them the brownish hue seen in the backlit 
scene). However, the effect of different translucency settings is not as 
straightforward as the effect of the pigment (as can be seen on the 
rightmost bead in the examples, in which the reddening effect is less 
present).

Also note that if you want an object to appear as if coated with a 
different color, you'll still need to layer textures.

> * Does this new version still use the scattering/absorbing coefficients and
> mm_per_unit?

No - the current parameterization will cease to be supported. For the 
new syntax, see the sample code I posted with the first image.

The mm_per_unit setting will still be required though, as the 
"translucency" parameter value is specified in mm instead of POV-Ray 
units, so that the same material can be used regardless of scene scale.

> Regardless, really looking forward to trying it - thanks for your hard work!

Heh - thank /you/ people for encouraging me to pick up that work again :-)


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From: clipka
Subject: Re: SSLT future
Date: 20 Feb 2011 16:27:08
Message: <4d61872c$1@news.povray.org>
Am 20.02.2011 21:40, schrieb Stephen:
> On 20/02/2011 8:16 PM, Robert McGregor wrote:
>> I've been thinking about SSLT ivory
>> since Stephen first showed his lamp scene; such a pain to get it right!
>
> You're telling me ;-)
> Have you tried putting your models in a scene? I'd be interested in the
> results.

I guess the new parameterization will really make it a lot easier: It'll 
boil down to first picking a suitable pigment, and then just toying 
around with a single translucency parameter until it looks convincing.


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From: Stephen
Subject: Re: SSLT future
Date: 20 Feb 2011 16:42:37
Message: <4d618acd$1@news.povray.org>
On 20/02/2011 9:27 PM, clipka wrote:
>> Have you tried putting your models in a scene? I'd be interested in the
>> results.
>
> I guess the new parameterization will really make it a lot easier: It'll
> boil down to first picking a suitable pigment, and then just toying
> around with a single translucency parameter until it looks convincing.

Better and better :-D

-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: SSLT future
Date: 21 Feb 2011 03:06:44
Message: <4d621d14@news.povray.org>
"clipka" <ano### [at] anonymousorg> schreef in bericht 
news:4d618629$1@news.povray.org...
>
> Heh - thank /you/ people for encouraging me to pick up that work again :-)

Hail to the Chief! Great work indeed.

Thomas


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From: Robert McGregor
Subject: Re: SSLT future
Date: 21 Feb 2011 08:35:00
Message: <web.4d6268c33084c50794d713cc0@news.povray.org>
Stephen <mcavoys_at@aoldotcom> wrote:
> On 20/02/2011 8:16 PM, Robert McGregor wrote:
> > Here are a couple of 10cm-long test rhinos, on left with no SSLT, on right
> > with SSLT base texture and layered texture with pigment at filter 0.6
> > (trying to match a reference photo), no radiosity. Not too bad I guess...
>
> Not too bad at all, at all. I've not thought of layering over SSLT.

Here's what I was using - curious to see what this looks like on your lamp:

// SSLT Units
#declare SSLT_UNIT_CM = 10;
#declare SSLT_UNIT_M  = 10 * 100;
#declare SSLT_UNIT_IN = 10 * 2.54;
#declare SSLT_UNIT_FT = 10 * 2.54 * 12;
#declare SSLT_UNIT_YD = 10 * 2.54 * 12 * 3;

#declare SSLT_Samples = <16, 8>*8;

global_settings {
   assumed_gamma 1
   mm_per_unit SSLT_UNIT_CM*10
   subsurface { samples SSLT_Samples.x, SSLT_Samples.y }
}

#include "rhino.inc"  // the model is 1 POV-unit long

object { Rhino
   texture {
      pigment { rgb 1 transmit 0.1 }
      finish {
         // ivory?
         subsurface { <0.70, 0.72, 0.57>, <0.000314, 0.00049, 0.00067> }
      }
   }
   texture {
      pigment { srgb<235,220,190>/255 filter 0.6 }
      normal { agate 0.1 scale 0.15 }
      finish {
         specular 0.7 roughness 0.01
         reflection { 0.05, 0.95 fresnel } conserve_energy
      }
   }
   interior { ior 1.54 }
}

Cheers,
Rob
-------------------------------------------------
www.McGregorFineArt.com


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