POV-Ray : Newsgroups : povray.binaries.scene-files : Dakota Red Granite macro - beta #1.2 : Re: Dakota Red Granite macro - beta #1.2 Server Time
26 Jul 2024 20:57:59 EDT (-0400)
  Re: Dakota Red Granite macro - beta #1.2  
From: Thomas de Groot
Date: 24 May 2021 07:31:27
Message: <60ab8e8f$1@news.povray.org>
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.

-- 
Thomas


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