POV-Ray : Newsgroups : povray.binaries.images : Lame attempt at sub-surface scattering Server Time
9 Aug 2024 21:11:33 EDT (-0400)
  Lame attempt at sub-surface scattering (Message 2 to 11 of 11)  
<<< Previous 1 Messages Goto Initial 10 Messages
From: ABX
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 10:10:12
Message: <etqat09e0ji5id94ddr1oco9g4kbp847n5@4ax.com>
On Fri, 31 Dec 2004 15:54:11 +0100, Jellby <jel### [at] yahoocom> wrote:
> Does this look interesting?

Yes, good opening to New Year of raytracing :-)

ABX


Post a reply to this message

From: Aaron Gillies
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 10:51:38
Message: <41d5758a$1@news.povray.org>
Yep.  It's great!  I like the fungus growing on it.

Aaron


Post a reply to this message

From: Oskar Bertrand
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 12:26:04
Message: <41d58bac$1@news.povray.org>
Jellby wrote:

> Does this look interesting?

Yes!  Looks like a waxy asteroid with settlement lights on the dark 
side, about to collide with the galactic checkerboard phenomenon.


Oskar


Post a reply to this message

From: Alf Peake
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 14:53:57
Message: <41d5ae55@news.povray.org>
Now that's a lime flavoured icecream, just out the freezer, slightly 
frosted.

Alf


Post a reply to this message

From: Alf Peake
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 14:59:59
Message: <41d5afbf$1@news.povray.org>
Which I now realize has familiar geography :/

Alf


Post a reply to this message

From: Jellby
Subject: Re: Lame attempt at sub-surface scattering
Date: 1 Jan 2005 13:59:43
Message: <41d6f314@news.povray.org>
Two more views, now they're heightfields (meshes) and the antialiasing is
on, but that means they have less resolution. This is about as much as my
computer memory (512M) can hold, it's 4-8 times less detailed than the
isosurface :-/  I also added a little bit of colour, hope this helps. I
think the close-up looks like those ice sculptures they sometimes show on
TV...

-- 
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby


Post a reply to this message


Attachments:
Download 'test-2.jpg' (51 KB) Download 'test-3.jpg' (42 KB)

Preview of image 'test-2.jpg'
test-2.jpg

Preview of image 'test-3.jpg'
test-3.jpg


 

From: EagleSun
Subject: Re: Lame attempt at sub-surface scattering
Date: 1 Jan 2005 23:25:00
Message: <web.41d7770b3bf057153ffc53560@news.povray.org>
Jellby <jel### [at] yahoocom> wrote:
> Two more views, now they're heightfields (meshes) and the antialiasing is
> on, but that means they have less resolution. This is about as much as my
> computer memory (512M) can hold, it's 4-8 times less detailed than the
> isosurface :-/  I also added a little bit of colour, hope this helps. I
> think the close-up looks like those ice sculptures they sometimes show on
> TV...

I'm interested in seeing the source code that made the bumps and how you got
that into a sphere....


Post a reply to this message

From: Tim Cook
Subject: Re: Lame attempt at sub-surface scattering
Date: 1 Jan 2005 23:40:36
Message: <41d77b44$1@news.povray.org>
EagleSun wrote:
> I'm interested in seeing the source code that made the bumps and how you got
> that into a sphere....

Something like...

#include "functions.inc"
#declare PlanetSize=6371.3
#declare PlanetRelief=200
#declare fn_PlanetBump=function{
   pigment{
     image_map{
       tiff "c:\imagemap.tif"
       map_type 1
       once
       interpolate 4
     }
   }
}
isosurface{
   function{f_sphere(x, y, z, PlanetSize)-fn_PlanetBump(x, y, 
z).red*PlanetRelief}
   contained_by{sphere{0,(PlanetSize+PlanetRelief)*1.01}}
   pigment{
     color rgb 1
   }
}

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


Post a reply to this message

From: Jellby
Subject: Re: Lame attempt at sub-surface scattering
Date: 2 Jan 2005 03:55:48
Message: <41d7b712@news.povray.org>
Entre otras cosas, EagleSun tuvo a bien escribir:

> Jellby <jel### [at] yahoocom> wrote:
>> Two more views, now they're heightfields (meshes) and the antialiasing is
>> on, but that means they have less resolution. This is about as much as my
>> computer memory (512M) can hold, it's 4-8 times less detailed than the
>> isosurface :-/  I also added a little bit of colour, hope this helps. I
>> think the close-up looks like those ice sculptures they sometimes show on
>> TV...
> 
> I'm interested in seeing the source code that made the bumps and how you
> got that into a sphere....

#declare Relief = function {
  pigment {
    image_map {
      png "terrainbase_4320.png"
      map_type 1
      interpolate 2
    }
  }
}
#declare fRelief = function { Relieve(x,y,z).grey }
#declare Radius = 3;
#declare Height = 2;

// Earth as an isosurface
#declare Earth = isosurface {
  function { f_r(x,y,z) - (Radius + (fRelief(x,y,z)-0.5)*Height) }
  contained_by{ sphere { <0, 0, 0>, Radius+0.1*Height } }
  open
  accuracy Height*0.5/65536
  evaluate 7, 1.15, 0.7
}

#include "shapes.inc"
HF_Sphere(fRelieve,0,0,<1080,1081>,1,"earth-ld.hf",<0,0,0>,Radius-Height/2,2)

// Earth as a mesh
#declare EarthHF = object {
  #include "earth-ld.hf"
}

-- 
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: Lame attempt at sub-surface scattering
Date: 2 Jan 2005 13:46:59
Message: <41d841a3$1@news.povray.org>
Jellby wrote:
> Two more views, now they're heightfields (meshes) and the antialiasing is
> on, but that means they have less resolution. This is about as much as my
> computer memory (512M) can hold, it's 4-8 times less detailed than the
> isosurface :-/  I also added a little bit of colour, hope this helps. I
> think the close-up looks like those ice sculptures they sometimes show on
> TV...

   That close-up looks astonishing... the material looks like a mix 
between wax and ice.

--
Jaime


Post a reply to this message

<<< Previous 1 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.