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So, I wasted half the day doing ridiculous things with cross products, dot
products, and rotating graphs of scattering functions.
Then I just decided to experiment with faking it from scratch.
After wrestling with the aoi and slope patterns, I got something that more or
less works as a basic concept.
I have no real idea what I'm doing with the filter and transmit values, and I
can't achieve any transparency no matter what values I use.
Anyway, here's a quick animation I threw together to adequately show how it
works.
It's just "one" texture and 2 light sources to provide adequate illumination of
both sides.
- BE
Post a reply to this message
Attachments:
Download 'wetpaper.mp4.dat' (1595 KB)
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On 1/18/24 21:53, Bald Eagle wrote:
> I have no real idea what I'm doing with the filter and transmit values, and I
> can't achieve any transparency no matter what values I use.
In v3.8 (v3.7?) there is that second finish { difuse } specification?
diffuse 0.6, 0.3
Bill P.
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> So, I wasted half the day doing ridiculous things with cross products, dot
> products, and rotating graphs of scattering functions.
>
> Then I just decided to experiment with faking it from scratch.
>
> After wrestling with the aoi and slope patterns, I got something that more or
> less works as a basic concept.
>
> I have no real idea what I'm doing with the filter and transmit values, and I
> can't achieve any transparency no matter what values I use.
>
> Anyway, here's a quick animation I threw together to adequately show how it
> works.
>
> It's just "one" texture and 2 light sources to provide adequate illumination of
> both sides.
>
> - BE
Wow, your ridiculous thing is really attractive.
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Op 19/01/2024 om 12:45 schreef William F Pokorny:
> On 1/18/24 21:53, Bald Eagle wrote:
>> I have no real idea what I'm doing with the filter and transmit
>> values, and I
>> can't achieve any transparency no matter what values I use.
>
> In v3.8 (v3.7?) there is that second finish { difuse } specification?
>
> diffuse 0.6, 0.3
>
> Bill P.
I was going to suggest that too indeed. I use that for simulating
semitransparent cloth combined with backside illumination. Is also
available in v3.7.
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> I was going to suggest that too indeed. I use that for simulating
> semitransparent cloth combined with backside illumination. Is also
> available in v3.7.
Unexplored territory for me.
So, my texture is
texture {
slope {}
texture_map {
[0 pigment {
average
pigment_map {
[Entries]
}
]
[0 pigment {
average
pigment_map {
[Entries]
}
]
}
}
I've tried plugging in a finish statement, but the parser squawks "no }, found
finish instead"
Where does the finish GO?
I was also thinking about how to go about making a user defined finish function,
and that will probably have to be done with another map, since we don't have
function controlled finish parameters
- BW
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OK, so I finally got the finish in the right place
texture {
slope {}
texture_map {
[0 pigment {
average
pigment_map {
[Entries]
}
finish {}
]
[0 pigment {
average
pigment_map {
[Entries]
}
finish {}
]
}
}
But no matter what I do with those 2 diffuse values, I don't get anything like
that translucent effect. I'm also still puzzled why filter and transmit don't
seem to work at all - it doesn't result in a totally transparent region even if
I hard code the function pigment map entry to 1.
I do seem to get more "light" coming through, but strangely, it doesn't look
like the usual filtered or transmissive appearance that I normally expect.
It tried getting rid of those entries entirely, and that didn't seem to help
either.
- BW
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Op 20-1-2024 om 16:05 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>> I was going to suggest that too indeed. I use that for simulating
>> semitransparent cloth combined with backside illumination. Is also
>> available in v3.7.
>
> Unexplored territory for me.
>
>
> So, my texture is
>
> texture {
> slope {}
> texture_map {
> [0 pigment {
> average
> pigment_map {
> [Entries]
> }
> ]
> [0 pigment {
> average
> pigment_map {
> [Entries]
> }
> ]
> }
> }
>
> I've tried plugging in a finish statement, but the parser squawks "no }, found
> finish instead"
>
> Where does the finish GO?
>
> I was also thinking about how to go about making a user defined finish function,
> and that will probably have to be done with another map, since we don't have
> function controlled finish parameters
>
> - BW
>
I have no access presently to the PC where I have stored my stuff (and
it is some years since last I used backside illumination). First thing
in the morning, on my ToDo. Sorry for the delay!
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> I have no access presently to the PC where I have stored my stuff (and
> it is some years since last I used backside illumination). First thing
> in the morning, on my ToDo. Sorry for the delay!
Never fear, intrepid renderer - I figgered it out.
I just needed to add the ft values in, using a constant function in the pigment
map.
So, it works, but probably could use a fair bit of improvement.
- BW
Post a reply to this message
Attachments:
Download 'wetpaper.mp4.dat' (1599 KB)
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Op 20/01/2024 om 17:14 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>> I have no access presently to the PC where I have stored my stuff (and
>> it is some years since last I used backside illumination). First thing
>> in the morning, on my ToDo. Sorry for the delay!
>
> Never fear, intrepid renderer - I figgered it out.
>
> I just needed to add the ft values in, using a constant function in the pigment
> map.
>
> So, it works, but probably could use a fair bit of improvement.
>
> - BW
>
Excellent!
Just in case you want to play with those diffuse parameters, here is
some code (+ an image map) I used a long time ago in my window scene
with the Sultana (Gancaloon Project):
//==================================================
#declare p_curtain_1 = pigment {image_map {png
"Orange_Gold_Damask_by_R2krw9.png" gamma srgb interpolate 2 filter all 0.5}}
#declare p_curtain_2 = pigment {image_map {png
"Orange_Gold_Damask_by_R2krw9.png" gamma srgb interpolate 2 filter all 0.0}}
#declare p_curtain_sat = pigment {image_map {png
"Orange_Gold_Damask_by_R2krw9_sat.png" gamma 1 interpolate 2}}
//==================================================
//Material definitions
#declare Curtain_=
#declare f_curtain_1 =
finish {
specular 0.0
roughness 0.0005
diffuse 0.8, 0.2 //using backside illumination
conserve_energy
}
#declare f_curtain_2 =
finish {
specular 0.25
roughness 0.002
diffuse 0.8, 0.3 //using backside illumination
conserve_energy
}
material {
texture {uv_mapping
pigment_pattern {p_curtain_sat}
texture_map {
[0.0 pigment {p_curtain_1}
finish {f_curtain_1}
]
[1.0 pigment {p_curtain_2}
finish {f_curtain_2}
]
}
}
}
//==================================================
--
Thomas
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Attachments:
Download 'orange_gold_damask_by_r2krw9.png' (402 KB)
Preview of image 'orange_gold_damask_by_r2krw9.png'
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forgot to add the saturation map.
--
Thomas
Post a reply to this message
Attachments:
Download 'orange_gold_damask_by_r2krw9_sat.png' (281 KB)
Preview of image 'orange_gold_damask_by_r2krw9_sat.png'
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