POV-Ray : Newsgroups : povray.beta-test : Subsurface scattering Server Time
5 Nov 2024 13:55:34 EST (-0500)
  Subsurface scattering (Message 1 to 10 of 18)  
Goto Latest 10 Messages Next 8 Messages >>>
From: Mike Horvath
Subject: Subsurface scattering
Date: 4 Feb 2018 01:59:23
Message: <5a76af4b$1@news.povray.org>
Does POV have this feature yet, or is it still just an Uberpov thing?


Mike


Post a reply to this message

From: Stephen
Subject: Re: Subsurface scattering
Date: 4 Feb 2018 03:03:22
Message: <5a76be4a@news.povray.org>
On 04/02/2018 06:59, Mike Horvath wrote:
> Does POV have this feature yet, or is it still just an Uberpov thing?
> 
> 
Yes in Ver 3.7


-- 

Regards
     Stephen


Post a reply to this message

From: Mike Horvath
Subject: Re: Subsurface scattering
Date: 4 Feb 2018 21:09:53
Message: <5a77bcf1@news.povray.org>
On 2/4/2018 3:03 AM, Stephen wrote:
> On 04/02/2018 06:59, Mike Horvath wrote:
>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>
>>
> Yes in Ver 3.7
> 
> 

Does anyone know what appropriate values might be for LEGO (Ldraw) models?

Here are the mm and ldu units:

http://www.brickwiki.info/wiki/LDraw_unit


Mike


Post a reply to this message

From: Mike Horvath
Subject: Re: Subsurface scattering
Date: 5 Feb 2018 01:19:09
Message: <5a77f75d$1@news.povray.org>
On 2/4/2018 3:03 AM, Stephen wrote:
> On 04/02/2018 06:59, Mike Horvath wrote:
>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>
>>
> Yes in Ver 3.7
> 
> 

Wow, there are a lot of _conditions_ that need to be met before sss will 
work.

Mike


Post a reply to this message

From: Stephen
Subject: Re: Subsurface scattering
Date: 5 Feb 2018 02:28:21
Message: <5a780795$1@news.povray.org>
On 05/02/2018 06:19, Mike Horvath wrote:
> On 2/4/2018 3:03 AM, Stephen wrote:
>> On 04/02/2018 06:59, Mike Horvath wrote:
>>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>>
>>>
>> Yes in Ver 3.7
>>
>>
> 
> Wow, there are a lot of _conditions_ that need to be met before sss will 
> work.
> 


And if you don't use the mm_per_unit correctly. An angel with a fiery 
sword comes after you. ;-)
You will get a severe finger wagging. :-)

-- 

Regards
     Stephen


Post a reply to this message

From: Mike Horvath
Subject: Re: Subsurface scattering
Date: 5 Feb 2018 03:57:41
Message: <5a781c85$1@news.povray.org>
On 2/4/2018 3:03 AM, Stephen wrote:
> On 04/02/2018 06:59, Mike Horvath wrote:
>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>
>>
> Yes in Ver 3.7
> 
> 

Do you mean 3.7.1? Because that's what it says in my old uberpov scenes.


Mike


Post a reply to this message

From: Mike Horvath
Subject: Re: Subsurface scattering
Date: 5 Feb 2018 04:19:57
Message: <5a7821bd$1@news.povray.org>
I tried an old scene that worked properly in uberpov, but I see no 
effect in 3.7.0 or 3.8.0 alpha.

Here are my global_settings:


global_settings
{
	assumed_gamma	1
	#if (Use_Radiosity = 1)
		radiosity
		{
			pretrace_start	0.1
			pretrace_end	0.001
			recursion_limit	2
			count			3
			nearest_count	20,10
			always_sample	off
			maximum_reuse	0.1
			minimum_reuse	0.001
//			no_cache
		}
	#end
	ambient_light	0
//	mm_per_unit		0.4
	mm_per_unit		1/4000
	adc_bailout		0.001
	max_trace_level	8
	subsurface
	{
		samples 5, 5
		radiosity true
	}
}


Here is my finish:

	#declare lg_solid_finish = finish
	{
		ambient	0
		#if (lg_quality >= 2)
			diffuse albedo	0.9
			specular albedo	PlasticSpecularity
			roughness PlasticRoughness
			fresnel on
			reflection
			{
				PlasticSpecularity
//				roughness PlasticRoughness
				fresnel on
			}
		#end
	    conserve_energy
	}


Are there additional settings I am missing?


Mike


Post a reply to this message

From: Mike Horvath
Subject: Re: Subsurface scattering
Date: 5 Feb 2018 04:50:07
Message: <5a7828cf$1@news.povray.org>
On 2/5/2018 4:20 AM, Mike Horvath wrote:
> I tried an old scene that worked properly in uberpov, but I see no 
> effect in 3.7.0 or 3.8.0 alpha.
> 
> Here are my global_settings:
> 
> 
> global_settings
> {
>      assumed_gamma    1
>      #if (Use_Radiosity = 1)
>          radiosity
>          {
>              pretrace_start    0.1
>              pretrace_end    0.001
>              recursion_limit    2
>              count            3
>              nearest_count    20,10
>              always_sample    off
>              maximum_reuse    0.1
>              minimum_reuse    0.001
> //            no_cache
>          }
>      #end
>      ambient_light    0
> //    mm_per_unit        0.4
>      mm_per_unit        1/4000
>      adc_bailout        0.001
>      max_trace_level    8
>      subsurface
>      {
>          samples 5, 5
>          radiosity true
>      }
> }
> 
> 
> Here is my finish:
> 
>      #declare lg_solid_finish = finish
>      {
>          ambient    0
>          #if (lg_quality >= 2)
>              diffuse albedo    0.9
>              specular albedo    PlasticSpecularity
>              roughness PlasticRoughness
>              fresnel on
>              reflection
>              {
>                  PlasticSpecularity
> //                roughness PlasticRoughness
>                  fresnel on
>              }
>          #end
>          conserve_energy
>      }
> 
> 
> Are there additional settings I am missing?
> 
> 
> Mike


	#declare PlasticSpecularity  = 1.0;
	#declare PlasticRoughness    = 0.001;


Mike


Post a reply to this message

From: Stephen
Subject: Re: Subsurface scattering
Date: 5 Feb 2018 05:03:45
Message: <5a782c01$1@news.povray.org>
On 05/02/2018 08:57, Mike Horvath wrote:
> On 2/4/2018 3:03 AM, Stephen wrote:
>> On 04/02/2018 06:59, Mike Horvath wrote:
>>> Does POV have this feature yet, or is it still just an Uberpov thing?
>>>
>>>
>> Yes in Ver 3.7
>>
>>
> 
> Do you mean 3.7.1? Because that's what it says in my old uberpov scenes.
> 
> 

3.7.0 on my machine. I've not used it much recently.

-- 

Regards
     Stephen


Post a reply to this message

From: William F Pokorny
Subject: Re: Subsurface scattering
Date: 5 Feb 2018 06:16:13
Message: <5a783cfd$1@news.povray.org>
On 02/05/2018 04:20 AM, Mike Horvath wrote:
> I tried an old scene that worked properly in uberpov, but I see no 
> effect in 3.7.0 or 3.8.0 alpha.
> 
> Here are my global_settings:
> 
> 
> global_settings
> {
>      assumed_gamma    1
>      #if (Use_Radiosity = 1)
>          radiosity
>          {
>              pretrace_start    0.1
>              pretrace_end    0.001
>              recursion_limit    2
>              count            3
>              nearest_count    20,10
>              always_sample    off
>              maximum_reuse    0.1
>              minimum_reuse    0.001
> //            no_cache
>          }
>      #end
>      ambient_light    0
> //    mm_per_unit        0.4
>      mm_per_unit        1/4000
>      adc_bailout        0.001
>      max_trace_level    8
>      subsurface
>      {
>          samples 5, 5
>          radiosity true
>      }
> }
> 
> 
> Here is my finish:
> 
>      #declare lg_solid_finish = finish
>      {
>          ambient    0
>          #if (lg_quality >= 2)
>              diffuse albedo    0.9
>              specular albedo    PlasticSpecularity
>              roughness PlasticRoughness
>              fresnel on
>              reflection
>              {
>                  PlasticSpecularity
> //                roughness PlasticRoughness
>                  fresnel on
>              }
>          #end
>          conserve_energy
>      }
> 
> 
> Are there additional settings I am missing?
> 
> 
> Mike

You need a subsurface {} block in your finish {} block in addition too 
the one in global_settings {}.

Remember there are almost always example scenes for features. A 
subsurface.pov sample scene ships with POV-Ray. It can also be found 
online at:

https://github.com/POV-Ray/povray/tree/master/distribution/scenes/subsurface

Bill P.


Post a reply to this message

Goto Latest 10 Messages Next 8 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.