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On 02/27/2012 07:26 PM, James Holsenback wrote:
> On 02/27/2012 01:13 PM, Stephen wrote:
>> With the changes to the SSLT code in RC4 there is now only one
>> controlling vector, translucency, instead of two, scattering and
>> absorption. What if any is the relationship between translucency,
>> scattering and absorption?
>> Scattering and absorption made sense to me and the reference pdf gave
>> values for some materials. So how do we go about using translucency?
>>
> I find the new method much more simpler ... I started with the scene
> file that was added ~scenes/subsurface/subsurface.pov and played around
> with it changing things and observing the affect. It's a simple scene
> and renders fairly quickly. I then graduated to a little bit more
> complicated object then started playing with that ... move the light,
> and/or change the camera view. Hint cylinders make a better test object
> (the edges) than say rounded (sphere). Don't forget to play with the
> scaling (mm_per_unit: smaller value makes it more transparent at the
> edges, larger lessens the affect) ... keep it simple at first until you
> get the hang of it, then graduate to more complicated shapes.
>
> BTW: RC5 is on deck because of the bug report you lodged. clipka's fix
> also fixed a couple of other issues I found during testing, so it won't
> be prone to crashes due to improper usage ... a bit more robust. Don't
> get discouraged, it's a cool feature and well worth the seemingly
> tedious learning curve ... lastly the use of color vectors with a zero
> component is still problematic ... zero diffuse as well IIRC
OH yeah ... forgot to mention the to don't forget the interior {ior
whatever} part ... bundle that with the rest of the texture definition
as a material
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