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Antonio Ferrari wrote:
>
> 1 - poor results: the quality reached has never been like the one seen in
> the image seen for example in the articles about real sub-surface
> scattering.
As already said the scattering media simulation in POV-Ray is more
realistic than most subsurface scattering techniques.
> 2 - it's very complicated to reach a good approximation/simulation of sss in
> povray.
>
> The problem stands for generic objects. It's easy to apply density to a
> simple object (a sphere, a box, etc.) but for a generic or complex objects
> things change: the only way I found was the construction of a density file
> ad-hoc, using macros that scanned the interior of an object and calculated
> a particular density in strata near the outer surface. It's not easy to
> explain this idea. It was just an idea; my job doesnt allow me to find the
> necessary time to implement it... :(
Using media is not restricted in any way - you can use it for
arbitrarily complex surfaces. In most cases constant density is
perfectly sufficient (and i am pretty sure most examples you see in
subsurface scattering demonstration use constant density as well).
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 01 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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