POV-Ray : Newsgroups : povray.binaries.images : SSLT settings/issue : SSLT settings/issue Server Time
8 Jul 2024 07:26:24 EDT (-0400)
  SSLT settings/issue  
From: s day
Date: 2 Jun 2014 13:10:02
Message: <web.538caf5f75a2cf57facb37460@news.povray.org>
Hi,

Thought I was getting used to using SSLT but I think I have something wrong
somewhere as my poor ant looks like he is about to spontaneously combust..

I am probably doing something stupid so feel free to point it out, I have had a
few attempts at adjusting the SSLT settings but I seem to go from not much
effect to burning him, any ideas/tips would be really appreciated (the most
appreciated thing would be faster SSLT though ;-)

I am trying to make something similar to
http://jonlieffmd.com/wp-content/uploads/2012/02/Ant-individual-.jpg where the
light can be seen to pass through parts of the ants body.

The ant is made of a few blobs (don't think they are the issue though).

My fear is that it is just not enough samples..

Subsurface settings in global_settings:

global_settings {
#if(useSubSurface)
  mm_per_unit 10
  subsurface { samples 50, 10 radiosity on}// do another render with this on..
#end
}

Texture for the part that seems to glow:

#declare antMat = material {
texture
{
  gradient y
  scale 2
  turbulence 0.025
  translate <0, 0.075, 0>
  omega 0.7
  lambda 2.8
  triangle_wave
  texture_map
  {
    [ 0.45  pigment{ granite  triangle_wave colour_map { [ 0.0 color rgb
antColourLight*0.8 ] [ 0.0 color rgb antColourLight*0.2 ] [ 1.0 rgb
antColourLight*0.7 ] } turbulence 0.2 omega 0.65 lambda 3.2 scale 0.1 }
            finish { specular albedo 0.1 roughness 0.0015 diffuse albedo 0.6,
0.2 brilliance 0.9 reflection { 0.005, 0.025 fresnel on } conserve_energy
            #if(useSubSurface)
              subsurface { translucency <.4, .6, 0.1>*9 }
            #end
            }
            normal { granite 0.2 scallop_wave scale 0.007 turbulence 0.3 omega
0.7 }
     ]
     [ 0.6  pigment{ granite triangle_wave  colour_map { [ 0.0 rgb antColour*0.2
] [ 1.0 rgb antColour*0.1 ] } turbulence 0.5 omega 0.8 lambda 2.5 scale 0.1 }
            finish { specular albedo 0.1 roughness 0.0015  diffuse albedo 0.5,
0.1 brilliance 1.2 reflection { 0.005, 0.035 fresnel on } conserve_energy
            #if(useSubSurface)
              subsurface { translucency <.4, .6, 0.1>*2 }
            #end
            }
            normal { granite 0.2 scallop_wave scale 0.007 turbulence 0.3 omega
0.7 }

     ]
   }
   scale <0.35, 1, 2>
 }
 interior { ior 1.6 }
}

Lighting is an HDR probe plus 1 area light.

Any help/tips greatly appreciated.

Thanks

Sean


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Attachments:
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Preview of image 'ant.png'
ant.png


 

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