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can t resist to try .. :)
a simple light + a scattering media
15 minutes to render on athlon 900 MHz A0.1 600x600 pov3.5b6
plus a small post-processing for the color
M
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Download 'BSSRDF2_retouche2.JPG' (15 KB)
Preview of image 'BSSRDF2_retouche2.JPG'
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Very nice, almost you have done it! I see it a bit too translucent,
tough. Can perhaps be solved adding a bit of reflection to the texture?
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org/
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Here is the same problem as with the candles posted earlier. It's
too transparent. The problem is that with realistic extinction
a bright light source is required. A diffuse parameter
for media would solve this but it would be a hack. Because of
the lack of diffuse control using these dense media objects
in a radiosity scene with normal objects is problematic but I'm
sure sure someone will pull it off with a combination of no_shadow,
no_image, double_illuminate and what not :)
_____________
Kari Kivisalo
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From: Tony[B]
Subject: Re: one more subsurface scattering test [15 Ko]
Date: 13 Oct 2001 11:44:51
Message: <3bc86173@news.povray.org>
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In my candle experiments, I have reduced filter to 0.65 (I' thinking of
raising it a bit again). This made the object not so transparent, but enough
so that the light gets through it and you can see the fading. It is
frustrating, though. I will continue my experiments a bit more today.
Very nice work, btw, Mael!
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From: Dennis Milller
Subject: Re: one more subsurface scattering test [15 Ko]
Date: 13 Oct 2001 16:43:20
Message: <3bc8a768$1@news.povray.org>
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Very nicely done! Have you posted the code for that?
best,
.d
"Mael" <mae### [at] hotmailcom> wrote in message
news:3bc84a8d@news.povray.org...
> can t resist to try .. :)
> a simple light + a scattering media
> 15 minutes to render on athlon 900 MHz A0.1 600x600 pov3.5b6
> plus a small post-processing for the color
>
> M
>
>
>
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Make it whiter and you get porceline!
Mael wrote:
> [Image]
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Care to give some hints about the texture definition ?
Fabien.
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A test in a radiosity scene.. Max_trace_level 2 is used (i was hoping to
avoid unwanted translucent effects with this trick)
the material for the box is :
hollow double_illuminate
pigment { color rgbt<1,1,1,0.75> }
finish { diffuse 1 ambient 0 }
interior {
media
{
#declare Diffuse=1.5;
scattering {1, rgb <.83,.79,.75>*Diffuse extinction 1/(Diffuse) }
intervals 1
samples 15
method 3
}
}
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Download 'cornell max2.JPG' (18 KB)
Preview of image 'cornell max2.JPG'
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