POV-Ray : Newsgroups : povray.binaries.images : Paradise Server Time
10 Oct 2026 23:56:31 EDT (-0400)
  Paradise (Message 1 to 18 of 18)  
From: James Holsenback
Subject: Paradise
Date: 11 Feb 2014 23:21:22
Message: <52faf6c2@news.povray.org>
OK ... not what you expected ;-)

Playing around with subsurface


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From: FractRacer
Subject: Re: Paradise
Date: 12 Feb 2014 01:58:57
Message: <52fb1bb1$1@news.povray.org>
Le 12/02/2014 05:16, James Holsenback a écrit :
> OK ... not what you expected ;-)
>
> Playing around with subsurface

Para-Dice! Nice!

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

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From: jhu
Subject: Re: Paradise
Date: 12 Feb 2014 02:05:01
Message: <web.52fb1d0727e1c16dd19b0ec40@news.povray.org>
James Holsenback <nom### [at] nonecom> wrote:
> OK ... not what you expected ;-)
>
> Playing around with subsurface

Nice.

Now add focal blur and radiosity and report back the render time difference.
Mwahahahaaaaaa!!!


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From: Thomas de Groot
Subject: Re: Paradise
Date: 12 Feb 2014 03:24:27
Message: <52fb2fbb$1@news.povray.org>
On 12-2-2014 5:16, James Holsenback wrote:
> OK ... not what you expected ;-)
>
> Playing around with subsurface

Nice stuff and the pun is very appropriate indeed :-)

Thomas


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From: James Holsenback
Subject: Re: Paradise
Date: 12 Feb 2014 06:40:23
Message: <52fb5da7$1@news.povray.org>
On 02/12/2014 02:04 AM, jhu wrote:
> James Holsenback <nom### [at] nonecom> wrote:
>> OK ... not what you expected ;-)
>>
>> Playing around with subsurface
>
> Nice.
>
> Now add focal blur and radiosity and report back the render time difference.
> Mwahahahaaaaaa!!!
>

Already done that ... with radiosity 47+ hrs and I didn't like the 
results. I used Radiosity_Fast with pretrace_end 0.004, count 256 and 
gray_threshold 1 /without/ sslt to gather the rad data. It looked pretty 
decent. The 2nd run with gathered rad data and sslt missed the mark :-( 
Is pre-gathered rad data a no-no in this case???

This version /tries/ to try to resolve with a 2nd fill light more 
reasonable render time ~15hrs

Obviously I still have some work to do!


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From: James Holsenback
Subject: Re: Paradise
Date: 12 Feb 2014 06:58:49
Message: <52fb61f9$1@news.povray.org>
On 02/12/2014 03:24 AM, Thomas de Groot wrote:
> On 12-2-2014 5:16, James Holsenback wrote:
>> OK ... not what you expected ;-)
>>
>> Playing around with subsurface
>
> Nice stuff and the pun is very appropriate indeed :-)

I'm suffering from the recent round of corny-ness in off-topic, and 
couldn't resist ;-)


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From: Thomas de Groot
Subject: Re: Paradise
Date: 12 Feb 2014 09:54:05
Message: <52fb8b0d$1@news.povray.org>
On 12-2-2014 12:58, James Holsenback wrote:
> I'm suffering from the recent round of corny-ness in off-topic, and
> couldn't resist ;-)
>

I have not been there for some considerable time, so...

Thomas


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From: Pekka Aho
Subject: Re: Paradise
Date: 12 Feb 2014 12:05:01
Message: <web.52fba92e27e1c16d6d4f68260@news.povray.org>
Looks very nice indeed! =)


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From: MichaelJF
Subject: Re: Paradise
Date: 12 Feb 2014 13:35:01
Message: <web.52fbbeab27e1c16de66d855b0@news.povray.org>
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.

Best regards,
Michael


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From: James Holsenback
Subject: Re: Paradise
Date: 12 Feb 2014 14:12:51
Message: <52fbc7b3$1@news.povray.org>
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
     }
   }


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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:
> Le 12/02/2014 05:16, James Holsenback a écrit :
>> 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>
Le 12/02/2014 20:15, James Holsenback a écrit :
> On 02/12/2014 02:03 AM, FractRacer wrote:
>> Le 12/02/2014 05:16, James Holsenback a écrit :
>>> 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.

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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:
> Le 12/02/2014 20:15, James Holsenback a écrit :
>> On 02/12/2014 02:03 AM, FractRacer wrote:
>>> Le 12/02/2014 05:16, James Holsenback a écrit :
>>>> 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>
Le 12/02/2014 21:36, James Holsenback a écrit :
> On 02/12/2014 02:44 PM, FractRacer wrote:
>> Le 12/02/2014 20:15, James Holsenback a écrit :
>>> On 02/12/2014 02:03 AM, FractRacer wrote:
>>>> Le 12/02/2014 05:16, James Holsenback a écrit :
>>>>> 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.

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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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