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29 Jul 2024 20:23:49 EDT (-0400)
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From: James Holsenback
Subject: Re: Paradise
Date: 12 Feb 2014 14:15:35
Message: <52fbc857@news.povray.org>
On 02/12/2014 02:03 AM, FractRacer wrote:

>> OK ... not what you expected ;-)
>>
>> Playing around with subsurface
>
> Para-Dice! Nice!
>
  you're a poet and didn't even know it ;-)


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From: James Holsenback
Subject: Re: Paradise
Date: 12 Feb 2014 14:16:51
Message: <52fbc8a3@news.povray.org>
On 02/12/2014 12:02 PM, Pekka Aho wrote:
> Looks very nice indeed! =)

thanks ... i have a good start but still have some issues to resolve. i 
think i can make it look better!


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From: FractRacer
Subject: Re: Paradise
Date: 12 Feb 2014 14:40:18
Message: <52fbce22$1@news.povray.org>

> On 02/12/2014 02:03 AM, FractRacer wrote:

>>> OK ... not what you expected ;-)
>>>
>>> Playing around with subsurface
>>
>> Para-Dice! Nice!
>>
>   you're a poet and didn't even know it ;-)

I'm a poet and I know (humbly) it, but all my poor tries of poetry are 
in french.

-- 
Do not judge my words, judge my actions.

---

http://www.avast.com


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From: James Holsenback
Subject: Re: Paradise
Date: 12 Feb 2014 15:36:38
Message: <52fbdb56@news.povray.org>
On 02/12/2014 02:44 PM, FractRacer wrote:

>> On 02/12/2014 02:03 AM, FractRacer wrote:

>>>> OK ... not what you expected ;-)
>>>>
>>>> Playing around with subsurface
>>>
>>> Para-Dice! Nice!
>>>
>>   you're a poet and didn't even know it ;-)
>
> I'm a poet and I know (humbly) it, but all my poor tries of poetry are
> in french.
>

... was remembering an "old" saying that goes something like:

You're a poet and don't even know it, cause your feet show it. They're 
longfellows.


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From: FractRacer
Subject: Re: Paradise
Date: 12 Feb 2014 15:44:43
Message: <52fbdd3b$1@news.povray.org>

> On 02/12/2014 02:44 PM, FractRacer wrote:

>>> On 02/12/2014 02:03 AM, FractRacer wrote:

>>>>> OK ... not what you expected ;-)
>>>>>
>>>>> Playing around with subsurface
>>>>
>>>> Para-Dice! Nice!
>>>>
>>>   you're a poet and didn't even know it ;-)
>>
>> I'm a poet and I know (humbly) it, but all my poor tries of poetry are
>> in french.
>>
>
> ... was remembering an "old" saying that goes something like:
>
> You're a poet and don't even know it, cause your feet show it. They're
> longfellows.

It is the fortuity, some strange encounter. Maybe am I a poet, maybe you 
are perspicuous and seer, sir.
Lionel.
-- 
Do not judge my words, judge my actions.

---

http://www.avast.com


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From: jhu
Subject: Re: Paradise
Date: 12 Feb 2014 16:25:01
Message: <web.52fbe67727e1c16d6f82630d0@news.povray.org>
James Holsenback <nom### [at] nonecom> wrote:
> On 02/12/2014 01:34 PM, MichaelJF wrote:
> > James Holsenback <nom### [at] nonecom> wrote:
> >> OK ... not what you expected ;-)
> >>
> >> Playing around with subsurface
> >
> > Very nice, your dice.
> >
> > I only wonder about the table. It seems to be of marble, a classic material for
> > SSLT. I suspect that there is no SSLT on it. But I fear this will prolong the
> > rendering time a bit.
>
> well I'm calling it a ground plane ... zero thickness box just big
> enough to not see the edges with the camera view. It /does/ look like
> marble but it done as follows:
>
> #declare GroundPlaneMat =
> material {
>    texture {
>    #if (Detail)
>      pigment {
>      planar
>      scale 0.5
>      turbulence 1 lambda 3
>      color_map {
>        [0 srgb <0.9570,0.9570,0.8594>]
>        [1 srgb <0.9570,0.9570,0.8594>/2] }
>        }
>      finish {
>        specular 0.15
>        roughness 1e-1
>        }
>      normal{
>        planar
>        scale 0.5
>        turbulence 1 lambda 3
>        }
>    #else
>      pigment { srgb 1 }
>    #end
>    }
> }
>
> the /main/ reason no sslt on ground plane is the scale factor in globals
> used to make dice look good did not suit for the ground plane, and as
> far as I know you can't have two different scales ... btw: used 15.
> Here's the dice material:
>
> #declare DieMaterial_=
> #local Color = <0.5500,0.0900,0.0900>;
> #local T_val = Color*2.75;
>
> material {
>    texture {
>      #if (Detail)
>        pigment { srgb Color }
>        finish {
>          specular 0.5
>          roughness 1/80
>          reflection { 0, srgb Color*0.125 }
>          #if ( Subsurface )
>            subsurface { translucency srgb T_val }
>          #end
>          }
>      #else
>        pigment { srgb 1 }
>      #end
>      }
>    interior {
>      ior 2.5
>      }
>    }

I think I have the solution! Make the floor a two-triangle mesh. Use the mesh
camera to bake an sslt texture for the ground!

I've been playing around with the mesh camera for my tcrtc entry. It's the best
thing since sliced bread!


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From: clipka
Subject: Re: Paradise
Date: 24 May 2014 13:13:20
Message: <5380d330@news.povray.org>
Am 12.02.2014 05:16, schrieb James Holsenback:
> OK ... not what you expected ;-)

Coincidently, this pun is /exactly/ what came across my mind when I read 
the title :-P


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From: clipka
Subject: Re: Paradise
Date: 24 May 2014 13:21:36
Message: <5380d520@news.povray.org>
Am 12.02.2014 20:12, schrieb James Holsenback:

> the /main/ reason no sslt on ground plane is the scale factor in globals
> used to make dice look good did not suit for the ground plane, and as
> far as I know you can't have two different scales ... btw: used 15.

Simple procedure to follow for /all/ sslt imagery:

(1) Figure out how large your scene objects are supposed to be in real 
life. Set the scale (mm_per_unit) accordingly.

(2) Do /not/ mess with the scale or the size of your objects from now on.

(3) Tamper with the materials (especially the translucency) until they 
look realistic.


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