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2 Nov 2024 10:16:13 EDT (-0400)
  Susanna sans the elders (Message 1 to 9 of 9)  
From: Stephen
Subject: Susanna sans the elders
Date: 14 Mar 2011 14:44:42
Message: <4d7e621a@news.povray.org>
A quick test (ha! 4 hours) to see how SSLT handles an open mesh.
There are 2 meshes in a union with the texture applied to the union.



-- 
Regards
     Stephen


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Attachments:
Download 'cloak02a1y1_.jpg' (304 KB)

Preview of image 'cloak02a1y1_.jpg'
cloak02a1y1_.jpg


 

From: clipka
Subject: Re: Susanna sans the elders
Date: 14 Mar 2011 15:11:45
Message: <4d7e6871$1@news.povray.org>
Am 14.03.2011 19:44, schrieb Stephen:
> A quick test (ha! 4 hours) to see how SSLT handles an open mesh.
> There are 2 meshes in a union with the texture applied to the union.
>


SSLT may work sufficiently good with open meshes in /some/ cases, but I 
don't expect this to be the case in every situation (for instance I 
expect it to break down for illumination from the back).


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From: Stephen
Subject: Re: Susanna sans the elders
Date: 14 Mar 2011 15:15:44
Message: <4d7e6960$1@news.povray.org>
On 14/03/2011 7:11 PM, clipka wrote:
> Am 14.03.2011 19:44, schrieb Stephen:
>> A quick test (ha! 4 hours) to see how SSLT handles an open mesh.
>> There are 2 meshes in a union with the texture applied to the union.
>>

>
> SSLT may work sufficiently good with open meshes in /some/ cases, but I
> don't expect this to be the case in every situation (for instance I
> expect it to break down for illumination from the back).

OK I'll try that and see what happens.
An overnight render as I posted a 7 hour rendered image without changing 
the text.
PS will inside vector affect it? It is pointing up ATM.

-- 
Regards
     Stephen


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From: clipka
Subject: Re: Susanna sans the elders
Date: 14 Mar 2011 15:32:38
Message: <4d7e6d56$1@news.povray.org>
Am 14.03.2011 20:15, schrieb Stephen:

> PS will inside vector affect it? It is pointing up ATM.

No, the SSLT code does not test for insideness (except where required 
for intersection testing, i.e. with intersections or differences).


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From: Stephen
Subject: Re: Susanna sans the elders
Date: 14 Mar 2011 15:46:10
Message: <4d7e7082@news.povray.org>
On 14/03/2011 7:31 PM, clipka wrote:
> Am 14.03.2011 20:15, schrieb Stephen:
>
>> PS will inside vector affect it? It is pointing up ATM.
>
> No, the SSLT code does not test for insideness (except where required
> for intersection testing, i.e. with intersections or differences).

OK, remember this is R3. With two spotlights in a light group it seems 
much faster rendering.

-- 
Regards
     Stephen


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From: Stephen
Subject: Re: Susanna sans the elders
Date: 15 Mar 2011 05:40:47
Message: <4d7f341f@news.povray.org>
On 14/03/2011 7:15 PM, Stephen wrote:
> OK I'll try that and see what happens.

As expected the backlight spotlights shine through and lighten the 
model. I attach the image for comparison.
BTW Differencing the JPGs shows a blocky-ness around the outline that 
the PNGs do not have.


-- 
Regards
     Stephen


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Attachments:
Download 'cloak02a1y1a_.jpg' (304 KB)

Preview of image 'cloak02a1y1a_.jpg'
cloak02a1y1a_.jpg


 

From: clipka
Subject: Re: Susanna sans the elders
Date: 15 Mar 2011 05:58:33
Message: <4d7f3849$1@news.povray.org>
Am 15.03.2011 10:40, schrieb Stephen:

> BTW Differencing the JPGs shows a blocky-ness around the outline that
> the PNGs do not have.

No surprise there. Block artifacts - however subtle - are a virtually 
inevitable feature of the lossy JPG compression.


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From: Warp
Subject: Re: Susanna sans the elders
Date: 17 Mar 2011 12:48:37
Message: <4d823b65$1@news.povray.org>
Btw, I'm wondering if SSLT could be used for something else than 
making objects look like made of wax. (Ok, you could argue that this 
object could be made of plastic. Not a very large difference, though.)


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From: Stephen
Subject: Re: Susanna sans the elders
Date: 17 Mar 2011 14:23:59
Message: <4d8251bf$1@news.povray.org>
On 17/03/2011 4:48 PM, Warp wrote:
> Btw, I'm wondering if SSLT could be used for something else than making
> objects look like made of wax. (Ok, you could argue that this object
> could be made of plastic. Not a very large difference, though.)
>
You have a point.
 From what I've read about the next release it should be easier to make 
a different look.
And quicker to render, change, render...

-- 
Regards
     Stephen


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