POV-Ray : Newsgroups : povray.binaries.images : MSOCP Server Time
1 Nov 2024 10:17:19 EDT (-0400)
  MSOCP (Message 1 to 8 of 8)  
From: s day
Subject: MSOCP
Date: 8 Jul 2013 09:40:01
Message: <web.51dabfc874004c66c2d178100@news.povray.org>
You guessed it, melting sphere on a checkered plane..

Just trying out an SSLT render, and I thought isosurfaces/media were slow! It
is not too bad if I just use AA as in this sample but if I throw in a bit
of focal blur the render times skyrocket when it hits the SSLT object. However,
I do like this feature so now need to think of a good scene to use it in.

Sean


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Attachments:
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b.png


 

From: Thomas de Groot
Subject: Re: MSOCP
Date: 8 Jul 2013 10:15:05
Message: <51dac969$1@news.povray.org>
On 8-7-2013 15:35, s.day wrote:
> You guessed it, melting sphere on a checkered plane..
>
> Just trying out an SSLT render, and I thought isosurfaces/media were slow! It
> is not too bad if I just use AA as in this sample but if I throw in a bit
> of focal blur the render times skyrocket when it hits the SSLT object. However,
> I do like this feature so now need to think of a good scene to use it in.
>

The snowball looks perfect.

I know what you mean. It is the reason why I generally stay away from 
those combinations. I just am not patient enough to wait, especially 
during the try-out phase where you need to fine-tune the settings.

Thomas


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From: Mr
Subject: Re: MSOCP
Date: 15 Jul 2013 07:15:01
Message: <web.51e3d8a09b3b97d0ed29e82f0@news.povray.org>
"s.day" <s.d### [at] uelacuk> wrote:
> You guessed it, melting sphere on a checkered plane..
>
> Just trying out an SSLT render, and I thought isosurfaces/media were slow! It
> is not too bad if I just use AA as in this sample but if I throw in a bit
> of focal blur the render times skyrocket when it hits the SSLT object. However,
> I do like this feature so now need to think of a good scene to use it in.
>
> Sean

Wow! indeed, would you by any chance agree to share the code for this material?
If it still looks good on our test objects, I would love to include it with our
sample materials here:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/POV-Ray#Sample_Materials

my idea would be to switch the current snow material I made with this one and
rebrand the former one as "iceberg" after a few tweaks. Or maybe keep both snows
as one for close up and the other for backgrounds, depending on tests.

In any case, feel free to use/modify the materials already there,they only need
a few changes of size and coordinate system to be used outside of Blender's
povray exporter.


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Attachments:
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snowmaterialsample.png


 

From: s day
Subject: Re: MSOCP
Date: 15 Jul 2013 19:20:01
Message: <web.51e482779b3b97d05bfe13270@news.povray.org>
"Mr" <nomail@nomail> wrote:
> Wow! indeed, would you by any chance agree to share the code for this material?

The texture is really simple, it only looks any good due to the SSLT settings
which are fairly standard but take a long time to render (several hours with
radiosity and SSLT enabled).. Also the lighting for this render was a mix of a
HDR probe and lightsource (to get the small specular highlights).

The texture and isosurface snowball are below.

#declare useRad=2; // 1=load 2=save
#declare radQuality=5; // 1-10 1=low 10=high
#declare useSubSurface=1;

global_settings {
#if(useSubSurface)
  mm_per_unit 15
  subsurface { samples 100, 20 radiosity on }
#end
#if(useRad)
ambient_light 0
  radiosity {
#if(useRad = 2)
    pretrace_start 0.08           // start pretrace at this size
    pretrace_end   0.001           // end pretrace at this size
#end
#if(useRad = 1)
    pretrace_start 1           // start pretrace at this size
    pretrace_end   1           // end pretrace at this size
    always_sample off  //
#end
    count 20*radQuality 50*radQuality
    nearest_count 10+(radQuality) 10+(radQuality/2)               /
    low_error_factor .5
    gray_threshold 0.0
    minimum_reuse 0.015
    adc_bailout 0.01/2
    error_bound 1.5-(radQuality/10)
    recursion_limit 2
    brightness 1
    normal on
  }
#end

#declare snowTex = texture {
pigment { rgb <1, 1, 1> }
finish { diffuse albedo 0.7 specular albedo 0.2 roughness 0.0002 brilliance 0.9
reflection { 0.005, 0.05 fresnel on } conserve_energy
#if(useSubSurface)
      subsurface { translucency <2.95,3.0,3.1> }
#end
 }
normal { granite 0.2 scale 0.005 }
}

// iceTex
#declare iceTex1 = texture {
pigment { rgbf <1, 1, 1, 0.3> }
finish { diffuse albedo 0.1 specular albedo 0.1 roughness 0.05 brilliance 2.5
reflection { 0.005, 0.01 fresnel on } conserve_energy
#if(useSubSurface)
subsurface { translucency <29.5,30,31> }
#end
}
normal { granite 0.1 scale 0.01 }
}

#declare iceTex2 = texture {
pigment { rgbf <1, 1, 1, 0.1> }
finish { diffuse albedo 0.5 specular albedo 0.15 roughness 0.02 brilliance 1.2
reflection { 0.005, 0.03 fresnel on } conserve_energy
#if(useSubSurface)
 subsurface { translucency <29.5,30,31> }
#end
}
normal { granite 0.15 scale 0.008 }
}


#declare Snowball=function {
   pigment {
      wrinkles
      scale 0.25
      turbulence 0.2
      lambda 0.5
      omega 0.75
      color_map {
          [0, rgb 0]
          [1, rgb 1]
       }
    }
 }


isosurface {
    function{
       f_sphere(x,y,z,1)-(Snowball(x,y,z).gray)*0.075
     }
    contained_by {sphere {0,2.5}}
    max_gradient 2.07
    hollow
  texture {
    gradient x
    texture_map { [ 0.0 iceTex1 scale 0.33 ] [ 0.45 iceTex2 scale 0.33 ] [0.75
snowTex scale 0.33] } scale 3 turbulence 0.275  translate <-1.7, 0, 0>  }
  interior { ior 1.31 }//fade_distance 1 fade_power 1001
    scale 3
    rotate <0,0,50> rotate <0, -30, 0>
    translate <-0.5, 3.4, -16>
}


Sean


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From: Alain
Subject: Re: MSOCP
Date: 17 Jul 2013 14:12:01
Message: <51e6de71$1@news.povray.org>

> "Mr" <nomail@nomail> wrote:
>> Wow! indeed, would you by any chance agree to share the code for this material?
>
> The texture is really simple, it only looks any good due to the SSLT settings
> which are fairly standard but take a long time to render (several hours with
> radiosity and SSLT enabled).. Also the lighting for this render was a mix of a
> HDR probe and lightsource (to get the small specular highlights).
> <Snip >

As you need to use version 3.7 or above, you no longer need to use some 
old tricks.

You can remove this:
ambient_light 0

as the ambient component of finishes are now totaly turned off in any 
radiosity scene.

To me, this:
nearest_count 10+(radQuality) 10+(radQuality/2)
looks mostly overkill.
You probably can use this instead and get faster renders:
nearest_count 10+(radQuality) 5

Snow is more translucent in the red than in the blue.


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From: s day
Subject: Re: MSOCP
Date: 17 Jul 2013 15:25:01
Message: <web.51e6ef7d9b3b97d05bfe13270@news.povray.org>
Alain <kua### [at] videotronca> wrote:
> As you need to use version 3.7 or above, you no longer need to use some
> old tricks.
>
> You can remove this:
> ambient_light 0
> as the ambient component of finishes are now totaly turned off in any
> radiosity scene.

Thanks, was not aware of this.

> To me, this:
> nearest_count 10+(radQuality) 10+(radQuality/2)
> looks mostly overkill.
> You probably can use this instead and get faster renders:
> nearest_count 10+(radQuality) 5
>
> Snow is more translucent in the red than in the blue.

Thanks again, any ideas on the correct ratio/values for this?

Sean


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From: Alain
Subject: Re: MSOCP
Date: 18 Jul 2013 14:40:33
Message: <51e836a1@news.povray.org>

> Alain <kua### [at] videotronca> wrote:
>> As you need to use version 3.7 or above, you no longer need to use some
>> old tricks.
>>
>> You can remove this:
>> ambient_light 0
>> as the ambient component of finishes are now totaly turned off in any
>> radiosity scene.
>
> Thanks, was not aware of this.
>
>> To me, this:
>> nearest_count 10+(radQuality) 10+(radQuality/2)
>> looks mostly overkill.
>> You probably can use this instead and get faster renders:
>> nearest_count 10+(radQuality) 5
>>
>> Snow is more translucent in the red than in the blue.
>
> Thanks again, any ideas on the correct ratio/values for this?
>
> Sean
>
>

Not sure, but light transmited through snow tend to take a pinkish tint.
Your value is: translucency <2.95,3.0,3.1>
I think that something like <2.98, 2.97, 2.94> may be more correct.


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From: Mr
Subject: Re: MSOCP
Date: 24 Jul 2013 07:55:01
Message: <web.51efc0039b3b97d0ed29e82f0@news.povray.org>
Alain <kua### [at] videotronca> wrote:

> > Alain <kua### [at] videotronca> wrote:
> >> As you need to use version 3.7 or above, you no longer need to use some
> >> old tricks.
> >>
> >> You can remove this:
> >> ambient_light 0
> >> as the ambient component of finishes are now totaly turned off in any
> >> radiosity scene.
> >
> > Thanks, was not aware of this.
> >
> >> To me, this:
> >> nearest_count 10+(radQuality) 10+(radQuality/2)
> >> looks mostly overkill.
> >> You probably can use this instead and get faster renders:
> >> nearest_count 10+(radQuality) 5
> >>
> >> Snow is more translucent in the red than in the blue.
> >
> > Thanks again, any ideas on the correct ratio/values for this?
> >
> > Sean
> >
> >
>
> Not sure, but light transmited through snow tend to take a pinkish tint.
> Your value is: translucency <2.95,3.0,3.1>
> I think that something like <2.98, 2.97, 2.94> may be more correct.

Thanks to both of you Sean and Alain, I just launched a render with settings
adapted for Blender (for using with mesh intead of isosurface and under any view
angle, I used the texturemap inside an aoi pattern rather than gradient). I'll
probably have to change the scales as well after this first attempt completes.


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