POV-Ray : Newsgroups : povray.general : non-transparent SSS and interior texture with mesh2 : Re: non-transparent SSS and interior texture with mesh2 Server Time
3 Aug 2024 10:19:21 EDT (-0400)
  Re: non-transparent SSS and interior texture with mesh2  
From: Fredrik Eriksson
Date: 8 May 2004 18:51:53
Message: <opr7pdsrkwzjc5hb@news.povray.org>
On Sat, 8 May 2004 22:26:30 +0200, anto matkovic <ant### [at] matkoviccom> wrote:
> Well, I asking is there *any* syntax for aplying exterior and interior
> texture to UV-mapped mesh in POV-Ray - with thousands triangles converted
> from 3d modeling program, not a few triangles made for hobby. This
> inside-outside separated materials is common feature in many renderers,
> including raytracers. I'm afraid that POV can't do that.

Look at http://hem.bredband.net/b230591/povray/inside_outside.png.

That's a mesh2 with 10k triangles. It's uv-mapped and has a different 
texture on the inside. Is that what you are trying to achieve?

I looked at your post in binaries.scene-files. Here's what I think you're 
doing wrong:
- Trying to use 'interior_texture' in 'texture_list'. That's not what 
'texture_list' is for.
- Using 'uv_mapping' as an object attribute. It's supposed to be a texture 
attribute.

What you need to do is something like this (copied verbatim from the scene 
shown in the link above):

object {
	#include "squared_torus3.inc"
	texture { OutsideTex }
	interior_texture { InsideTex }
	clipped_by { plane {-y, 0.5} }
	translate 0.25*z
}

The include file contains a 'mesh2', and nothing else. The clipping is 
just to show the inside of what is otherwise a closed object.



> I will be very happy if some of next official version will support some
> common things like Angle Of Incidence, motion blur, fast (even 'faked',
> interpolated, anything...) SSS..., ambient occlusion (newest version of
> freeware Blender have AO, works very good...) just because I'm afraid for
> the future of raytracer which I was using for a years.

I consider it fairly likely that AOI will appear in some future official 
version, considering that it has already been implemented and tested in an 
unofficial version.

Motion blur does not strictly require anything at all from the renderer. 
It can be done "externally", by temporally supersampling the image. Slow, 
perhaps, but it can be done.

Why should the POV team expend effort on implementing any kind of "fake" 
SSS, when POV-Ray can already do "real" SSS? I would much rather they 
spend time optimizing media rendering (and thus SSS) instead of trying to 
add some new feature that isn't really needed.
If you really want something fake, check out "sss_macro.inc" by Samuel 
Benge. Find it in 
http://news.povray.org/povray.binaries.scene-files/thread/%3C3FC5387A.5080705%40hotmail.com%3E/.

You asked about "ambient occlusion" before, in povray.general. The answer 
given then was that POV-Ray can achieve a similar effect (better even) 
with it's 'radiosity'.

I am not the least bit afraid for the future of POV-Ray.



>> Not that this has anything to do with scattering media and opacity...
>
> I posted two separated answers in one message.

I guess I did too...


---
FE


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