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Scattering is pretty slow, and I don't know if its
overkill for that kind of object. Sticking to a mix
of absorption and emission (emission to get a
certain color, absorption to lose background color)
might do as well, and AFAIK, absorption and emission
are calculated quicker than scattering (because they're
light- and self-independant)...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
> To make effects that depend on the volume of the interior instead of
> just surface texture, you need to use interior attenuation (the
> fade_power, fade_distance, and fade_color keywords) or media. For this,
> you said you wanted a cloudy look, so I would recommend scattering media
> or a combination of scattering with absorbing. There are some examples
> in the sample scenes.
>
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