POV-Ray : Newsgroups : povray.binaries.images : Upgrading POV-Ray's include files #1: granites.inc --> granites21.inc : Re: Upgrading POV-Ray's include files #1: granites.inc --> granites21.inc Server Time
19 Oct 2021 11:32:19 EDT (-0400)
  Re: Upgrading POV-Ray's include files #1: granites.inc --> granites21.inc  
From: Bald Eagle
Date: 12 Apr 2021 06:50:00
Message: <web.607425886a35d6561f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> > srgb
> > radiosity
> > layering fractal noise
> > different noise generator functions
> > ways of incorporating and balancing diffuse, specular, metallic, ior,
> > subsurface, fresnel, ...  and a lot of other things that I'm missing.
> >
>
> Agreed.

One other important thing that I had never thought of, but the ShaderToy folks
have brought up:
No values in the (s)rgb triplets should ever be zero.
First, because there are almost never absolutely black objects in real life
("vanta black")
and second, because there is no way to modify it with a multiplier.
If you had a red value of one millionth, you could multiply that by a million to
get 1.   But anything multiplied by zero is always zero.
So maybe we can set some min() threshold value that doesn't really register on a
monitor (1/256).


> > One thing we might try is - rather than having static definitions of the
> > textures where the include file has to be hunted down and edited - what if we
> > wrote them as macros that generated the texture?...

> I have to think about this. I believe you are right but I need to let it
> percolate through my thick braincase.

I think if we bounce it back and forth a few times, we can get the important
points hammered out for a prototype texture.


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