POV-Ray : Newsgroups : povray.general : Subsurface Scattering : Re: Subsurface Scattering Server Time
4 Aug 2024 12:13:57 EDT (-0400)
  Re: Subsurface Scattering  
From: Patrick Elliott
Date: 19 Jul 2003 17:04:06
Message: <MPG.19835f5a3e611a0798983b@news.povray.org>
In article <3f186b18@news.povray.org>, mon### [at] stinet says...
> I have been able to with milk make it very thick.  Changing the transparency
> of the main pigment and also the brightness of the scattering pigment ( i
> make it something like 4 or 5), I can produce milk that cannot be seen
> through at all but has the scattering below the surface that makes it look
> real.  If you want I can post a picture of it on the pov binaries images.
> 
> 
> 

Rather see the code. lol Having fiddled with trying to do something of 
the sort a bit, I got quite annoyed. Though I suspect you are still not 
doing what I meant. I.e. you are having the surface of the media 
container define 'part' of the 'substance' of the media. This works, but 
isn't quite what I was experimenting to achieve. It also doesn't solve 
the other issue with having a real texture 'beneath' the layer in which 
the scattering, or media, needs to be active. Thus it works great for 
milk, but basically fails with something like skin. Which doesn't exactly 
help me much in the long run. ;) lol

However, to give you an idea of what I was trying to manage in this case. 
The concept was to take a sphere, fill it with the densest red colored 
media I could, then shave the side of the sphere off (differencing a 
transparent block from it). The expected result was a thick soupy 
interior that significantly obscured the other side of the sphere and 
made the inside 'seem' semi-solid. I suspect that part of the problem was 
the sphere being way to small, but I also suspect that it is simply 
impossible to make media 'thick' enough to obscure objects at relatively 
short distances without resorting to something like what you seem to be 
talking about doing for the milk. However, I could have simply screwed up 
the settings. ;) I am pretty much flying blind here and experimenting 
with something I never used before. lol

-- 
void main () {

    call functional_code()
  else
    call crash_windows();
}


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