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31 Jul 2024 02:28:51 EDT (-0400)
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From: Alain
Subject: Re: SSLT Dragon
Date: 5 Mar 2011 13:15:51
Message: <4d727dd7$1@news.povray.org>

> Mike Raiford<"m[raiford]!at"@gmail.com>  wrote:
>> Final render:
>
> Nice!
> Why is the reflection of the sphere not affected by the depth of field though?
> Looks wrong to me...
>
>
>

Physicaly acurate.
The depth of field for the reflection is NOT it's visual location on the 
ground, but the full distance of the object-reflective surface-camera path.

Post process focal blur does it wrong as it ignore part of the effective 
distance.

You are probably to used to the post process inacurate results.



Alain


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From: Robert McGregor
Subject: Re: SSLT Dragon
Date: 5 Mar 2011 13:20:05
Message: <web.4d727e26d81bd80d94d713cc0@news.povray.org>
Jim Holsenback <jho### [at] povrayorg> wrote:
> On 02/22/2011 03:50 PM, Stephen wrote:
> > With a bit of a back light.
> > I think I'll wait until the next RC before continuing.
> >
> cool subject choice ... i forget the artist but a dragon image was what
> brought me to povray. hey where you been coming up with the cool test
> objects ... bishop?

Okay, back on-subject with an SSLT dragon, work-in-progress. I'm not really
satisfied with the textures yet but it's getting there... I've posted the dragon
mesh over in povray.binaries.misc so others can give it a try.

So, when's that next RC coming??

Cheers,
Rob

-------------------------------------------------
www.McGregorFineArt.com


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Attachments:
Download 'sslt_dragon_wip4.png' (733 KB)

Preview of image 'sslt_dragon_wip4.png'
sslt_dragon_wip4.png


 

From: Bill Pragnell
Subject: Re: SSLT Dragon
Date: 5 Mar 2011 14:55:01
Message: <web.4d7294ddd81bd80da7b682960@news.povray.org>
"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> Okay, back on-subject with an SSLT dragon, work-in-progress. I'm not really
> satisfied with the textures yet but it's getting there... I've posted the dragon
> mesh over in povray.binaries.misc so others can give it a try.

Lovely! I should play with the textures too, I've been keeping it simple up till
now to get the hang of the effect.

> So, when's that next RC coming??

Quite!!


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From: Robert McGregor
Subject: Re: SSLT Dragon
Date: 6 Mar 2011 12:30:02
Message: <web.4d73c42fd81bd80d94d713cc0@news.povray.org>
I suppose I'll wait until RC4 to do more SSLT; it's a real pain having to use
slow layered textures for the pigments, and the SSLT/radiosity/emission
artifacts in RC3 drive me bonkers!

So, I'm calling this one done for now. Rendered in 17.5 hrs.

Cheers,
Rob

-------------------------------------------------
www.McGregorFineArt.com


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Attachments:
Download 'sslt_dragon_final.png' (1129 KB)

Preview of image 'sslt_dragon_final.png'
sslt_dragon_final.png


 

From: Jim Holsenback
Subject: Re: SSLT Dragon
Date: 6 Mar 2011 13:12:50
Message: <4d73cea2$1@news.povray.org>
On 03/06/2011 01:29 PM, Robert McGregor wrote:
> I suppose I'll wait until RC4 to do more SSLT; it's a real pain having to use
> slow layered textures for the pigments, and the SSLT/radiosity/emission
> artifacts in RC3 drive me bonkers!
> 
> So, I'm calling this one done for now. Rendered in 17.5 hrs.
> 
> Cheers,
> Rob

dang ... that's looking pretty good there Rob!


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From: Jim Henderson
Subject: Re: SSLT Dragon
Date: 6 Mar 2011 14:05:12
Message: <4d73dae8@news.povray.org>
On Sun, 06 Mar 2011 14:12:50 -0400, Jim Holsenback wrote:

> dang ... that's looking pretty good there Rob!

Very cool work, Rob.  This should be a sample image, or at least in the 
hall of fame.

Jim


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From: Alain
Subject: Re: SSLT Dragon
Date: 6 Mar 2011 15:32:20
Message: <4d73ef54@news.povray.org>

> I suppose I'll wait until RC4 to do more SSLT; it's a real pain having to use
> slow layered textures for the pigments, and the SSLT/radiosity/emission
> artifacts in RC3 drive me bonkers!
>
> So, I'm calling this one done for now. Rendered in 17.5 hrs.
>
> Cheers,
> Rob
>
> -------------------------------------------------
> www.McGregorFineArt.com
>
>

There is no real need to use layered textures.

You can apply a pattern to SSLT. You just need to use a texture_map. The 
pigment don't realy mather.

box{-1 1 texture {agate texture_map{
[0 finish{subsurface{<25, 24, 22>, <0.007, 0.008, 0.009> }]
[1 finish{subsurface{<0.8, 0.3, 0.01>,<0.0021, 0.0025, 0.00946> } ]
	}
	scale 0.4
	}
interior{ior 1.43}
}

This gives an agate pattern that closely match the pigment.



Alain


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From: Alain
Subject: Re: SSLT Dragon
Date: 6 Mar 2011 15:49:18
Message: <4d73f34e@news.povray.org>


>> I suppose I'll wait until RC4 to do more SSLT; it's a real pain having
>> to use
>> slow layered textures for the pigments, and the SSLT/radiosity/emission
>> artifacts in RC3 drive me bonkers!
>>
>> So, I'm calling this one done for now. Rendered in 17.5 hrs.
>>
>> Cheers,
>> Rob
>>
>> -------------------------------------------------
>> www.McGregorFineArt.com
>>
>>
>
> There is no real need to use layered textures.
>
> You can apply a pattern to SSLT. You just need to use a texture_map. The
> pigment don't realy mather.
>
> box{-1 1 texture {agate texture_map{
> [0 finish{subsurface{<25, 24, 22>, <0.007, 0.008, 0.009> }]
> [1 finish{subsurface{<0.8, 0.3, 0.01>,<0.0021, 0.0025, 0.00946> } ]
> }
> scale 0.4
> }
> interior{ior 1.43}
> }
>
> This gives an agate pattern that closely match the pigment.
>
>
>
> Alain

Oups, missing closing braces in the finishes.



Alain


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From: Stephen
Subject: Re: SSLT Dragon
Date: 6 Mar 2011 16:46:09
Message: <4d7400a1$1@news.povray.org>
On 06/03/2011 5:29 PM, Robert McGregor wrote:
> I suppose I'll wait until RC4 to do more SSLT; it's a real pain having to use
> slow layered textures for the pigments, and the SSLT/radiosity/emission
> artifacts in RC3 drive me bonkers!
>
> So, I'm calling this one done for now. Rendered in 17.5 hrs.
>

Nice, very nice. RC4 for me too and I had to buy a laptop stand with fan 
to cope with SSLT.

-- 
Regards
     Stephen


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From: Robert McGregor
Subject: Re: SSLT Dragon
Date: 6 Mar 2011 18:45:00
Message: <web.4d741ad3d81bd80d94d713cc0@news.povray.org>
Alain <aze### [at] qwertyorg> wrote:
> There is no real need to use layered textures.
>
> You can apply a pattern to SSLT. You just need to use a texture_map. The
> pigment don't realy mather.
>
> box{-1 1 texture {agate texture_map{
> [0 finish{subsurface{<25, 24, 22>, <0.007, 0.008, 0.009> }]
> [1 finish{subsurface{<0.8, 0.3, 0.01>,<0.0021, 0.0025, 0.00946> } ]
>  }
>  scale 0.4
>  }
> interior{ior 1.43}
> }
>
> This gives an agate pattern that closely match the pigment.
>
> Alain

Thanks Alain, actually I've tried that approach and it's okay, but doesn't
really give the fine control over the look of the material that I want
artistically - those coefficients require too much hand-holding, trial & error,
and voodoo (for me anyway) to make them look "right."

With Christoph's new method of using pigments to color the scattering and
absorption it will be /so/ much easier to get a "right" result quickly. And
commenting out the subsurface component in a finish will (I assume) enable us to
do quick render tests of materials without waiting for all the subsurface
calculations. Which will also make it easy to render with-SSLT and without-SSLT
images for comparsion of the two techniques (as Christoph did with his ivory
die).

Cheers,
Rob

-------------------------------------------------
www.McGregorFineArt.com


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