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Le 18-07-26 à 14:16, Alain a écrit :
> The best way is to use subsurface light transport. Version 3.8 alpha or
> Uber-POV.
>
> To use it, you need to activate it in the global_settings block :
>
> global_settings {
> subsurface { [samples DiffuseScatteringINT, SingleScatteringINT]
> [radiosity BOOL] }
> }
>
> samples default to 50, 50
> Use smaller to get fraster, but grainy, render.
> radiosity defaults to OFF
>
> Next, you need to add it to the finish block of the object :
>
> subsurface { translucency COLOR }
>
> COLOR can be a colour vector or a float.
> The values are NOT limited to the range.
> If translucency is large relative to the object, then the object can
> look transparent.
>
> The effect depends on the ior of the object and it's scale.
> The scale can be set globally :
> global_settings{mm_per_unit INT}
>
> Where INT represent how many milimeters are in one POV unit.
>
> When using translucency, you should avoid colour components of zero.
> Instead, use some very small values. Use rgb 0.001 instead of rgb 0 for
> your black.
> DON'T use diffuse 0. It can cause a crash.
>
> Use merge instead of union.
> Meshes must be well beheaved and closed.
> In a CSG, use a single object whide interior.
>
>
> Alain
After looking at the picture, I suggest a transluncency value that is
just a bit larger than the thickness of your object as a starting point.
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