POV-Ray : Newsgroups : povray.beta-test : Subsurface Light Transport and mesh2 : Re: Subsurface Light Transport and mesh2 Server Time
21 May 2024 14:06:57 EDT (-0400)
  Re: Subsurface Light Transport and mesh2  
From: clipka
Date: 25 Mar 2012 20:37:48
Message: <4f6fba5c$1@news.povray.org>
Am 25.03.2012 22:19, schrieb FlyerX:
> 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}
> }

OK, here's the deal: To avoid SSLT seams between multiple objects, they 
currently must /share/ a common interior - it's not sufficient to have 
interiors with identical parameters, or even instances of the same 
#define'd interior. The only way to achieve this is to specify the 
interior in the parent CSG rather than the individual primitives.

Thus, to get the desired results, you need to:

- REMOVE any interior statements from the material.
- ADD the interior statement to the union or merge.
- For each part that needs a different ior (e.g. eyelashes or teeth) add 
an individual interior statement.


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