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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?)
>
>> 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.
Here is the material I used on the skin:
#declare PR_DIFFUSE=pigment {color srgb <0.93,0.71,0.54> }
#declare F1=finish{specular 0 //Max highlight intensity: 0 -> 1
roughness 0.02203444 //surface roughness: 0.0005 -> 1
phong 0 phong_size 0 //Phong specular disabled
ambient rgb <0.00,0.00,0.00>
diffuse 0.6
reflection{0 } conserve_energy
subsurface {translucency 0.8}
}
material{
texture{uv_mapping
pigment{PR_DIFFUSE }
finish{F1}
}
interior{ior 1}
}
***and here are the global settings
global_settings {
subsurface {}
mm_per_unit 25
}
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