POV-Ray : Newsgroups : povray.binaries.images : POVing again (~170k) : Re: POVing again (~170k) Server Time
11 Aug 2024 15:19:58 EDT (-0400)
  Re: POVing again (~170k)  
From: Dan P
Date: 29 Feb 2004 01:51:10
Message: <40418bde@news.povray.org>
"Sun Tzu" <sun### [at] nospamhotmailcom> wrote in message
news:40418355@news.povray.org...
> Thanks for the suggestions.  I'm not that experienced with POV though so
I'm
> not sure exactly how to implement your ideas.   The materials always seem
to
> be one of my biggest problems.  I obviously need some tutoring in making
> good materials.  How would I "average in a wrinkles pigment" on the label.

Averaging pigments together is a very powerful too. To average pigments
together, use a "pigment_map" and a map type of "average". The following
code creates a plasma effect by averaging three pigments together. Note that
the "weight" of pigment for each is "1". Because there are three averaged
together, in order to get a value of "1.0" for full color, I have to use "3"
for the color value (3 times the amount of 1):

plane
{
 z, 1

 pigment
 {
  average

  pigment_map
  {
   [ 1  wrinkles

    color_map
    {
     [0 rgb <0, 0, 0> ]
     [1 rgb <3, 0, 0> ]
    }
   ]


   [ 1 wrinkles

    color_map
    {
     [0 rgb <0, 0, 0> ]
     [1 rgb <0, 3, 0> ]
    }

    translate 0.5
    ]

   [ 1 wrinkles

    color_map
    {
     [0 rgb <0, 0, 0> ]
     [1 rgb <0, 0, 3> ]
    }

    translate -0.5
    ]
  }
 }

 finish { ambient 1 }
}

> Even more mysterious to me is the "subsurface scattering" that both you
and
> Tek suggest.  Here is the outside surface of the cheese, the 'sliced'
> surfaces and bubbles are the same but without the normal.  How would I put
> in subsurface scattering?

I'd like to know too -- I haven't advanced to the point of being able to do
that. Tek knows more about that stuff than I. There is this really great
animation out there that shows subsurface scattering -- it was this marble
pyramid people were talking about a while back that was really something.
The code to that pyramid would really advance our understanding. Christopher
Huff is also amazingly knowledgeable about densities and the like.


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