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I think I prefer the POV 3.5 examples you gave. I think I'll try my
candle again now, I had tried with media but I hope it will be easier
your way.
JC
Samuel Benge wrote:
> It's just as I thought..... and I should have done it in the first
> place! The solution was obvious..... why hasn't it been done before? At
> least I learned a few things from my blob fiasco.
>
> What I'm talking about is the fact that subsurface scattering is 20
> times more easy to implement in mlPOV than the official version. The
> results are slightly faster and smoother, too. The image you see was
> created by the code below:
>
> #declare lpos1=<.5,1,3.25>*100000;
>
> light_source{lpos1,<1.6 1.6 1.1> }
>
> plane{y,-6.75 pigment{bumps scale 25 turbulence .5 lambda 3 poly_wave
> .6} normal{granite .2}}
>
> #declare obj=
> union{
> torus{6,1}
> torus{6,1 rotate z*90}
> torus{6,1 rotate x*90}
> sphere{0,6}
> }
>
> object{
> obj
> pigment{ average
> pigment_map{
> #local V=0;
> #while(V<100)
> [1 projection obj ,lpos1 blur .2,10
> translate<rand(R)-rand(R),rand(R)-rand(R),rand(R)-rand(R)>*2
> color_map { [0 rgb 1][1 rgb 0] }
> ]
> #local V=V+1;
> #end
> }
> }
> finish{diffuse 0 ambient 1
> specular .5 roughness .05
> }
> }
>
>
> ------------------------------------------------------------------------
>
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