POV-Ray : Newsgroups : povray.binaries.images : Playing with 3.7 SSLT Server Time
31 Jul 2024 18:18:58 EDT (-0400)
  Playing with 3.7 SSLT (Message 1 to 8 of 8)  
From: Mike Raiford
Subject: Playing with 3.7 SSLT
Date: 8 Apr 2009 10:54:52
Message: <49dcbabc@news.povray.org>
So, now I'm just fooling around with the new feature. This is the 
subsurface scene file with the objects changed, a bit.

No other way to describe it: a hideous green cylindrical lamp, made of 
translucent glass. Looks like something out of the 1970's

One with the light off, one with the light on hideous in both modes. ;)

Enjoy.
-- 
~Mike


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Attachments:
Download 'lamp_a.jpg' (21 KB) Download 'lamp_b.jpg' (22 KB)

Preview of image 'lamp_a.jpg'
lamp_a.jpg

Preview of image 'lamp_b.jpg'
lamp_b.jpg


 

From: clipka
Subject: Re: Playing with 3.7 SSLT
Date: 8 Apr 2009 11:40:01
Message: <web.49dcc42aaad41dc2f3b4f0@news.povray.org>
Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> So, now I'm just fooling around with the new feature. This is the
> subsurface scene file with the objects changed, a bit.
>
> No other way to describe it: a hideous green cylindrical lamp, made of
> translucent glass. Looks like something out of the 1970's
>
> One with the light off, one with the light on hideous in both modes. ;)

Hideous indeed - but at least it obviously subsurface-scatters :P

Did you toy around with the raw coefficients, or use the macro I posted some
days ago?


> Enjoy.

I'll try to ;)


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From: Mike Raiford
Subject: Re: Playing with 3.7 SSLT
Date: 8 Apr 2009 11:45:46
Message: <49dcc6aa@news.povray.org>
clipka wrote:
> 
> Hideous indeed - but at least it obviously subsurface-scatters :P

Yep. I have a scene that's using media for SSS, and may try this new 
feature on it. I'm hoping for at least a moderate speed-up.

> Did you toy around with the raw coefficients, or use the macro I posted some
> days ago?
> 

I was messing with the raw coefficients.  :)

> 
>> Enjoy.
> 
> I'll try to ;)
> 
> 


-- 
~Mike


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From: Mike Raiford
Subject: Re: Playing with 3.7 SSLT
Date: 8 Apr 2009 12:01:20
Message: <49dcca50$1@news.povray.org>
clipka wrote:

> Did you toy around with the raw coefficients, or use the macro I posted some
> days ago?

I can't seem to get the macro to cooperate... It renders the object with 
a black surface

-- 
~Mike


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From: clipka
Subject: Re: Playing with 3.7 SSLT
Date: 8 Apr 2009 12:50:00
Message: <web.49dcd573aad41dc2f3b4f0@news.povray.org>
Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> clipka wrote:
>
> > Did you toy around with the raw coefficients, or use the macro I posted some
> > days ago?
>
> I can't seem to get the macro to cooperate... It renders the object with
> a black surface

Any debug output?


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From: Mike Raiford
Subject: Re: Playing with 3.7 SSLT
Date: 8 Apr 2009 13:05:00
Message: <49dcd93c$1@news.povray.org>
clipka wrote:
> Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
>> clipka wrote:
>>
>>> Did you toy around with the raw coefficients, or use the macro I posted some
>>> days ago?
>> I can't seem to get the macro to cooperate... It renders the object with
>> a black surface
> 
> Any debug output?
> 
> 

Subsurface(<1,1,1>, <.9,.5,.1> 1.5)

Produces this:

subsurface { 
<100000000000000000.0000,100000000000000000.0000,100000000000000000.0000>,< 
0.0000, 0.0000, 0.0000> }
Parse Warning: Divide by zero.
Parse Warning: Divide by zero.
Parse Warning: Divide by zero.

-- 
~Mike


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From: clipka
Subject: Re: Playing with 3.7 SSLT
Date: 8 Apr 2009 13:45:01
Message: <web.49dce197aad41dc2f3b4f0@news.povray.org>
Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> Subsurface(<1,1,1>, <.9,.5,.1> 1.5)

Ah, yes... as with so many experimental features, this macro still lacks a
proper documentation:

What you're telling the macro to achieve here is come up with realistic material
properties for a 100% diffusely reflecting material. For this, the macro has
only one reasonable solution:

> subsurface {
> <100000000000000000.0000,100000000000000000.0000,100000000000000000.0000>,<
> 0.0000, 0.0000, 0.0000> }
> Parse Warning: Divide by zero.
> Parse Warning: Divide by zero.
> Parse Warning: Divide by zero.

But yes, of course! A material with mind-boggingly high scattering coefficient
and no absorption should do...

.... unfortunately, that screws the SSLT algorithm ;)

So better try something like <0.99,0.99,0.99> for the apparent color (which is
still atypically bright for any subsurface scattering material).


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From: Carlo C 
Subject: Re: Playing with 3.7 SSLT
Date: 9 Apr 2009 03:40:01
Message: <web.49dda594aad41dc255df90d60@news.povray.org>
Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> So, now I'm just fooling around with the new feature. This is the
> subsurface scene file with the objects changed, a bit.
>
> No other way to describe it: a hideous green cylindrical lamp, made of
> translucent glass. Looks like something out of the 1970's
>
> One with the light off, one with the light on hideous in both modes. ;)
>
> Enjoy.
> --
> ~Mike

I like the transition of colors. :-)

--
Carlo


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