POV-Ray : Newsgroups : povray.binaries.images : Playing around with SSLT : Re: Playing around with SSLT Server Time
31 Jul 2024 20:17:51 EDT (-0400)
  Re: Playing around with SSLT  
From: Robert McGregor
Date: 4 Sep 2009 23:30:01
Message: <web.4aa1d99e63e55f164726e92b0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> SSLT is still very, very alpha stage, and just hasn't had the time to be
> integrated with features such as textures, photons or what-have-yous.
> The time will come, I promise :-)
>
> You can try layered textures though, with a filtering layer over the
> SSLT one. I guess that should work.

Okay, I've played with layering, averaging, etc. for hours now with not great
results :(

While I love the overall effect it is quite difficult to tame (at least for me,
right now). Anyway, since it's still in the alpha stage here is a suggestion of
what would make sense for me SDL-wise: localize the effect per-material.

If the feature was localized per material with a simple scale of SSLT
blend-amount (0-1, like basic reflection) it would become very easy to control
and blend with the pigment. Likewise, a localized samples param (like media)
and scattering distance would give full control of the overall quality (or lack
thereof, useful for quick tests) of the effect, something like:

material {
   texture {
      pigment { MyPigment }
      finish {
         diffuse ff
         subsurface {
            <RgbScatteringCoefficient>,
            <RgbAbsorptionCoefficient>,
            ScatteringDistance
            PigmentBlendAmount // 0-1
            Samples nn
         }
      }
   }
   interior {ior ff}
}

Of course I haven't seen your code and don't know if this would even work well
with what you've written so far, but it sure would make the feature much more
predictable and controllable IMO.

Just food for thought, trying to think of general use scenarios and how I would
like to be able to use the feature in my own scenes.


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