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From: James Holsenback
Subject: Paradise
Date: 11 Feb 2014 23:21:22
Message: <52faf6c2@news.povray.org>
OK ... not what you expected ;-)

Playing around with subsurface


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From: FractRacer
Subject: Re: Paradise
Date: 12 Feb 2014 01:58:57
Message: <52fb1bb1$1@news.povray.org>

> OK ... not what you expected ;-)
>
> Playing around with subsurface

Para-Dice! Nice!

-- 
Do not judge my words, judge my actions.

---

http://www.avast.com


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From: jhu
Subject: Re: Paradise
Date: 12 Feb 2014 02:05:01
Message: <web.52fb1d0727e1c16dd19b0ec40@news.povray.org>
James Holsenback <nom### [at] nonecom> wrote:
> OK ... not what you expected ;-)
>
> Playing around with subsurface

Nice.

Now add focal blur and radiosity and report back the render time difference.
Mwahahahaaaaaa!!!


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From: Thomas de Groot
Subject: Re: Paradise
Date: 12 Feb 2014 03:24:27
Message: <52fb2fbb$1@news.povray.org>
On 12-2-2014 5:16, James Holsenback wrote:
> OK ... not what you expected ;-)
>
> Playing around with subsurface

Nice stuff and the pun is very appropriate indeed :-)

Thomas


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From: James Holsenback
Subject: Re: Paradise
Date: 12 Feb 2014 06:40:23
Message: <52fb5da7$1@news.povray.org>
On 02/12/2014 02:04 AM, jhu wrote:
> James Holsenback <nom### [at] nonecom> wrote:
>> OK ... not what you expected ;-)
>>
>> Playing around with subsurface
>
> Nice.
>
> Now add focal blur and radiosity and report back the render time difference.
> Mwahahahaaaaaa!!!
>

Already done that ... with radiosity 47+ hrs and I didn't like the 
results. I used Radiosity_Fast with pretrace_end 0.004, count 256 and 
gray_threshold 1 /without/ sslt to gather the rad data. It looked pretty 
decent. The 2nd run with gathered rad data and sslt missed the mark :-( 
Is pre-gathered rad data a no-no in this case???

This version /tries/ to try to resolve with a 2nd fill light more 
reasonable render time ~15hrs

Obviously I still have some work to do!


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From: James Holsenback
Subject: Re: Paradise
Date: 12 Feb 2014 06:58:49
Message: <52fb61f9$1@news.povray.org>
On 02/12/2014 03:24 AM, Thomas de Groot wrote:
> On 12-2-2014 5:16, James Holsenback wrote:
>> OK ... not what you expected ;-)
>>
>> Playing around with subsurface
>
> Nice stuff and the pun is very appropriate indeed :-)

I'm suffering from the recent round of corny-ness in off-topic, and 
couldn't resist ;-)


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From: Thomas de Groot
Subject: Re: Paradise
Date: 12 Feb 2014 09:54:05
Message: <52fb8b0d$1@news.povray.org>
On 12-2-2014 12:58, James Holsenback wrote:
> I'm suffering from the recent round of corny-ness in off-topic, and
> couldn't resist ;-)
>

I have not been there for some considerable time, so...

Thomas


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From: Pekka Aho
Subject: Re: Paradise
Date: 12 Feb 2014 12:05:01
Message: <web.52fba92e27e1c16d6d4f68260@news.povray.org>
Looks very nice indeed! =)


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From: MichaelJF
Subject: Re: Paradise
Date: 12 Feb 2014 13:35:01
Message: <web.52fbbeab27e1c16de66d855b0@news.povray.org>
James Holsenback <nom### [at] nonecom> wrote:
> OK ... not what you expected ;-)
>
> Playing around with subsurface

Very nice, your dice.

I only wonder about the table. It seems to be of marble, a classic material for
SSLT. I suspect that there is no SSLT on it. But I fear this will prolong the
rendering time a bit.

Best regards,
Michael


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From: James Holsenback
Subject: Re: Paradise
Date: 12 Feb 2014 14:12:51
Message: <52fbc7b3$1@news.povray.org>
On 02/12/2014 01:34 PM, MichaelJF wrote:
> James Holsenback <nom### [at] nonecom> wrote:
>> OK ... not what you expected ;-)
>>
>> Playing around with subsurface
>
> Very nice, your dice.
>
> I only wonder about the table. It seems to be of marble, a classic material for
> SSLT. I suspect that there is no SSLT on it. But I fear this will prolong the
> rendering time a bit.

well I'm calling it a ground plane ... zero thickness box just big 
enough to not see the edges with the camera view. It /does/ look like 
marble but it done as follows:

#declare GroundPlaneMat =
material {
   texture {
   #if (Detail)
     pigment {
     planar
     scale 0.5
     turbulence 1 lambda 3
     color_map {
       [0 srgb <0.9570,0.9570,0.8594>]
       [1 srgb <0.9570,0.9570,0.8594>/2] }
       }
     finish {
       specular 0.15
       roughness 1e-1
       }
     normal{
       planar
       scale 0.5
       turbulence 1 lambda 3
       }
   #else
     pigment { srgb 1 }
   #end
   }
}

the /main/ reason no sslt on ground plane is the scale factor in globals 
used to make dice look good did not suit for the ground plane, and as 
far as I know you can't have two different scales ... btw: used 15. 
Here's the dice material:

#declare DieMaterial_=
#local Color = <0.5500,0.0900,0.0900>;
#local T_val = Color*2.75;

material {
   texture {
     #if (Detail)
       pigment { srgb Color }
       finish {
         specular 0.5
         roughness 1/80
         reflection { 0, srgb Color*0.125 }
         #if ( Subsurface )
           subsurface { translucency srgb T_val }
         #end
         }
     #else
       pigment { srgb 1 }
     #end
     }
   interior {
     ior 2.5
     }
   }


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