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A glimpse into the future of POV-Ray's Subsurface Light Transport; the
left bead uses a classic texture; the others use SSLT textures with
increasing translucency; material definition syntax is as follows:
texture {
pigment {
bozo
color_map {
[0.0 color rgb <1.00,0.05,0.05>]
[0.4 color rgb <1.00,0.80,0.05>]
[0.7 color rgb <1.00,1.00,1.00>]
[1.0 color rgb <0.05,0.80,1.00>]
}
scale <0.3,1,0.3>
}
finish {
diffuse 0.6
ambient 0
specular 1.0 roughness 0.001
reflection { 1.0 fresnel }
conserve_energy
subsurface { translucency Trans }
}
}
interior { ior 1.5 }
where Trans is either a float or an RGB vector.
Note how the effective color is determined by the pigment (except for
unusually "low density" materials, where some side effects kick in);
also note the addition of transparency where the object's "density" is
particularly low compared to its size.
I also threw out some yet undiscovered bugs.
Please don't get too excited yet though: The changes will not make it
into 3.7.0; I expect to rush out a patch though as soon as a 3.7.0
version is released with a non-beta license.
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Download 'translucency_test.png' (251 KB)
Preview of image 'translucency_test.png'
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