POV-Ray : Newsgroups : povray.binaries.images : Paradise : Re: Paradise Server Time
29 Jul 2024 16:30:32 EDT (-0400)
  Re: Paradise  
From: James Holsenback
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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