Op 24-5-2021 om 12:22 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> In the meantime, I am also working on a working sslt set... Not so easy!
>> For instance, a layered texture (veins!) makes sslt go bad.
> I went looking for sslt scene code, and that rotating pyramid again...
> and got sidetracked.
> Here's some granite with HDR lighting and radiosity.
Looking good and interesting.
> I noticed that I probably didn't scale the texture properly, and so I can't
> really see any of the veins. In my readings, clipka mentioned that having the
> mm_per_unit setting was there to decouple the texture from POV-units and so be
> independent of scaling effects. We might want to do similar with a
> default-if-not-supplied, and a debug/warning message saying what it got set to.
Something I noticed with sslt in my settings, is that veins seem to
become really 'thin' or, more probably, 'transparent', and thus tend to
/disappear/ from the view except with higher magnification.
There are still a lot of issues with the technique (the layered textures
I mentioned for instance) which are not (fully) addressed in the
documentation as-is. Not for nothing that the technique is still
experimental. However, we may get at something workable if not
breath-taking ;-) on the way.
The mm_per_unit setting is essential and its default (10) seems at first
glance to be ok for the granite. I am trying to get a grip on how to
tweak the translucency parameter. For instance, I experimented with the
use of a complementary colour instead of a regular colour taken from the
granite colour_map, with interesting results. Visual examples later on.
> I think that sometimes it is a bit slow to render - depending on how the scene
> is set up. Maybe have some quick-color definitions set up. For ridiculously
> high quality, I'm guessing we'd want some switchable reflection built in as well
> for the same not0 reasons.
Yes, and yes, and yes.
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