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From: Samuel Benge
Subject: Somebody kick me (19kb jpeg)
Date: 26 Nov 2003 21:18:48
Message: <3FC55EF9.7070503@hotmail.com>
It's just as I thought..... and I should have done it in the first 
place! The solution was obvious..... why hasn't it been done before? At 
least I learned a few things from my blob fiasco.

What I'm talking about is the fact that subsurface scattering is 20 
times more easy to implement in mlPOV than the official version. The 
results are slightly faster and smoother, too. The image you see was 
created by the code below:

#declare lpos1=<.5,1,3.25>*100000;

light_source{lpos1,<1.6 1.6 1.1> }

plane{y,-6.75 pigment{bumps scale 25 turbulence .5 lambda 3 poly_wave 
.6} normal{granite .2}}

#declare obj=
  union{
   torus{6,1}
   torus{6,1 rotate z*90}
   torus{6,1 rotate x*90}
   sphere{0,6}
  }

object{
  obj
  pigment{ average
   pigment_map{
    #local V=0;
    #while(V<100)
     [1 projection obj ,lpos1 blur .2,10
      translate<rand(R)-rand(R),rand(R)-rand(R),rand(R)-rand(R)>*2
      color_map { [0 rgb 1][1 rgb 0] }
     ]
     #local V=V+1;
    #end
   }
  }
  finish{diffuse 0 ambient 1
   specular .5 roughness .05
  }
}

-- 
Samuel Benge

stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html


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Attachments:
Download 'mlpov_sss.jpg' (19 KB)

Preview of image 'mlpov_sss.jpg'
mlpov_sss.jpg


 

From: Aaron Gillies
Subject: Re: Somebody kick me (19kb jpeg)
Date: 26 Nov 2003 22:13:26
Message: <3fc56bd6$1@news.povray.org>
Beautiful effect.


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From: Hughes, B 
Subject: Re: Somebody kick me (19kb jpeg)
Date: 26 Nov 2003 23:01:39
Message: <3fc57723@news.povray.org>
The object itself looks great. Except it has me looking for a shadow that
matches the translucency. At first I thought maybe an area light could
suffice, somewhat so; but it might not be able to create the right effect
for anything but a simple sphere, for example, I guess.

Bob H.


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From: Samuel Benge
Subject: Re: Somebody kick me (19kb jpeg)
Date: 26 Nov 2003 23:36:24
Message: <3FC57F46.4010206@hotmail.com>
The bad thing about combining radiosity with averaged samples is that 
the radiosity calculation uses each and every one of the samples, 
thereby dramatically slowing the rendering process. An area_light would 
be an easier fix.

Hughes, B. wrote:

> The object itself looks great. Except it has me looking for a shadow that
> matches the translucency. At first I thought maybe an area light could
> suffice, somewhat so; but it might not be able to create the right effect
> for anything but a simple sphere, for example, I guess.
> 
> Bob H.
> 
> 
> 


-- 
Samuel Benge

stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html


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From: JC (Exether)
Subject: Re: Somebody kick me (19kb jpeg)
Date: 27 Nov 2003 09:01:47
Message: <3fc603cb$1@news.povray.org>
I think I prefer the POV 3.5 examples you gave. I think I'll try my 
candle again now, I had tried with media but I hope it will be easier 
your way.

JC

Samuel Benge wrote:
> It's just as I thought..... and I should have done it in the first 
> place! The solution was obvious..... why hasn't it been done before? At 
> least I learned a few things from my blob fiasco.
> 
> What I'm talking about is the fact that subsurface scattering is 20 
> times more easy to implement in mlPOV than the official version. The 
> results are slightly faster and smoother, too. The image you see was 
> created by the code below:
> 
> #declare lpos1=<.5,1,3.25>*100000;
> 
> light_source{lpos1,<1.6 1.6 1.1> }
> 
> plane{y,-6.75 pigment{bumps scale 25 turbulence .5 lambda 3 poly_wave 
> .6} normal{granite .2}}
> 
> #declare obj=
>  union{
>   torus{6,1}
>   torus{6,1 rotate z*90}
>   torus{6,1 rotate x*90}
>   sphere{0,6}
>  }
> 
> object{
>  obj
>  pigment{ average
>   pigment_map{
>    #local V=0;
>    #while(V<100)
>     [1 projection obj ,lpos1 blur .2,10
>      translate<rand(R)-rand(R),rand(R)-rand(R),rand(R)-rand(R)>*2
>      color_map { [0 rgb 1][1 rgb 0] }
>     ]
>     #local V=V+1;
>    #end
>   }
>  }
>  finish{diffuse 0 ambient 1
>   specular .5 roughness .05
>  }
> }
> 
> 
> ------------------------------------------------------------------------
>


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From: Mael
Subject: sss buddha [16kb]
Date: 27 Nov 2003 12:57:07
Message: <3fc63af3@news.povray.org>
Cool effect ! I had to try it on the happy buddha :)

M


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Attachments:
Download 'sss_buddha.jpg' (17 KB)

Preview of image 'sss_buddha.jpg'
sss_buddha.jpg


 

From: ABX
Subject: Re: sss buddha [16kb]
Date: 27 Nov 2003 13:04:09
Message: <pvecsvs12t4nbochfjelltaa0qpcvbjq7b@4ax.com>
On Thu, 27 Nov 2003 18:57:05 +0100, "Mael" <mae### [at] hotmailcom> wrote:
> Cool effect ! I had to try it on the happy buddha :)

Indeed, there is no end of fun in good old POV-Ray ;-)

ABX


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From: Samuel Benge
Subject: Re: sss buddha [16kb]
Date: 27 Nov 2003 13:40:14
Message: <3FC6450C.1040709@hotmail.com>
This is the mlPOV technique, yes? Whatever you did, it looks really 
good! That buddha statue was just itching to be rendered this way!

Mael wrote:

> Cool effect ! I had to try it on the happy buddha :)
> 
> M
> 
> 
> 


-- 
Samuel Benge

stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html


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From: ts
Subject: Re: sss buddha [16kb]
Date: 27 Nov 2003 23:20:01
Message: <web.3fc6cbc7e7c0a33498a934b40@news.povray.org>
Mael wrote:
>Cool effect ! I had to try it on the happy buddha :)
>
>M
>

indeed.
my first thought was that this could be used to simulate
a translucent jade.
this is way beyond me so i have a couple of questions ...

am i to understand that this particular method of samual's
requires mlpov? i haven't been able to run it with ver 3.5.
and ...
i have been trying to obtain this 'happy buddha'
file but see that it is in "lv" and some other format.
how is it possible to convert these to POV?
or is there somewhere i can find them converted ...
to what ... 'mesh' ?

tia for any leads and help.

ts


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From: Samuel Benge
Subject: Re: sss buddha [16kb]
Date: 28 Nov 2003 00:22:51
Message: <3FC6DBA6.4020906@hotmail.com>
ts wrote:

> am i to understand that this particular method of samual's
> requires mlpov? i haven't been able to run it with ver 3.5.
> and ... <break>


There are currently two versions of this technique I have posted to the 
newsgroups. The official 3.5 version is in povray.binaries.scenes-files. 
The mlPOV version is the one residing in the body of text at the 
beginning of this thread.

-- 
Samuel Benge

stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html


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