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Op 23-5-2021 om 16:25 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
> The render still looks good. :)
> Section (5) can be condensed using a similar array method.
>
Right. I was sure I would get this comment! ;-)
I was lazy of course and pushed it forwards.
> In section 8 you have some scene code, but don't define the required parameters
> (or SS) and you have those commented out at the top of the file.
>
Yes, needs to be expanded/made more explicit.
> IIRC, you can declare all the macro parameters to be optional, and then inside
> the macro do what you're doing with some other parameters:
>
> #ifndef (SN_Start) #local SN_Start = 0.2; #end
>
> But maybe to alert the user to the fact that they may have inadvertently left
> out a parameter or used a misspelling/typo, issue a warning in the #ifndef
> block.
>
Hmm... yes, that might be smart. I need to think about this a bit.
> (I've been trying to figure out a way make a lot of the things that I write work
> "straight out of the box" without having to do much figuring at all.)
>
Which of course, is the way to go.
> Perhaps even have a line that declares a texture identifier with the default
> parameters, so that all anyone would need to do to use it is include the file
> and then "TdGGranite" is right there for use.
> #debug "Default material {TdGGranite} defined."
>
Absolutely. I had been thinking about this and then it got submerged by
development issues.
> Just some ideas.
>
Much appreciated, to be sure.
The following, I want to comment on separately. Needs more thoughts.
In the meantime, I am also working on a working sslt set... Not so easy!
For instance, a layered texture (veins!) makes sslt go bad.
>
> I'm interested to hear a "behind-the-scenes" account of what you've discovered
> and learned from assembling this mammoth texture definition.
> Also, are there any specific ways that you envision modifying the texture for
> other purposes? I'm thinking about all of the other materials that may come
> after this, and possible ways to make the customization of them a little easier.
>
> So, just imagining - perhaps a small scene with 3 boxes. on the left, the
> default granite, or whatever material is being "edited". In the center, is a
> box where any given color map entry can be highlighted, so the user knows what
> part of the material they want to change, and where it visually occurs in the
> render. On the left is a box with a macro call utilizing the new parameters to
> show the edited/updated material {} definition.
> Perhaps put a nice ruler in decimal subdivided centimeters along the top, and
> fractionally subdivided American Imperial inches along the bottom to give an
> indication of scale.
>
> Maybe sets of boxes in different light groups to get a better idea about the
> effect of lighting on these complex materials.
>
> I would also love to experiment with ideas about how to further develop the
> quartz vein feature and help visualize where it lives in 3D space. So, a
> "bounding box" that has a pigment pattern with rgbt1 and a high transmittance
> white? Media?
>
--
Thomas
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