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clipka <ano### [at] anonymous org> wrote:
> Am 07.08.2011 10:24, schrieb kiwon:
> > is there any person who has an experience to render some kinds of wet materials
> > such as cloth, sponge, etc? I read a SIGGRAPH paper:
> > http://graphics.cs.kuleuven.be/publications/PFPBFS/PorousFlow.pdf
> >
> > This paper says that they used POV-Ray for rendering, but not so much in detail.
> > How can I use POV-Ray to render these kinds of materials? Would you please give
> > me some idea or tip? :)
>
> According to the paper they just changed the pigment to make it darker;
> I'd guess they used a DF3 file, but a UV-mapped approach might be
> possible as well.
I also can generate the DF3 file which contains the saturation level data; it
varies from 0 (dry) to 1 (fully saturated), actually, the value 1 must be
0xFFFFFFFF in real binary data as the document says. Since the DF3 data covers
<0,0,0> to <1,1,1>, I also matched it with the target object. For the test, box
is just fine now.
Then, how I can use the DF3 file relevantly for my intention? My first hack is
like:
object {
box {<0, 0, 0>, <1, 1, 1>
translate <-0.5, -0.5, -0.5>
scale 0.9
translate <0.5, 0.5, 0.5>
}
material {
texture {
pigment_pattern {density_file df3 "saturation.df3" interpolate 1}
texture_map {
[0 T_Dry]
[1 T_Wet]
}
}
}
}
Enough? or any advice?
--
Kiwon Um
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