POV-Ray : Newsgroups : povray.binaries.images : Paradise : Re: Paradise Server Time
29 Jul 2024 22:31:10 EDT (-0400)
  Re: Paradise  
From: jhu
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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