POV-Ray : Newsgroups : povray.beta-test : Subsurface Light Transport and mesh2 : Re: Subsurface Light Transport and mesh2 Server Time
21 May 2024 23:06:46 EDT (-0400)
  Re: Subsurface Light Transport and mesh2  
From: FlyerX
Date: 25 Mar 2012 16:17:17
Message: <4f6f7d4d@news.povray.org>
On 3/25/2012 8:50 AM, clipka wrote:
> Am 25.03.2012 10:58, schrieb FlyerX:
>
>> I have been having some issues with the new Subsurface Light Transport.
>> If the mesh is made up of several sub-meshes the seams between them are
>> darkened.
>
> I've never seen anything like this before with PoseRay output. (I very
> much presume you're using PoseRay for generating the POV-Ray mesh2
> objects yourself, right?)

Yes, this is a PoseRay output scene. The issue happens with all the 
models that have several materials on the same mesh. PoseRay breaks the 
model mesh by materials.

>
>> If I merge the mesh outside of POV-Ray into a single mesh with a single
>> material for the complete head skin then the dark seams disappear. But I
>> cannot merge the mesh outside POV-Ray since that would destroy the
>> separate UV mapping that each mesh uses.
>
> Theoretically it should be possible to merge into a mesh2 with multiple
> textures without loss.
>
>> Also the edges of the polygons are slightly visible on the forehead.
>> That was easily fixed by subdividing the mesh before rendering.
>
> That's a known problem, and difficult to fix without some significant
> internal changes to surface normal handling. At present, subdividing is
> indeed the only known workaround.


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