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20 Nov 2024 04:37:08 EST (-0500)
  one more subsurface scattering test [15 Ko] (Message 1 to 9 of 9)  
From: Mael
Subject: one more subsurface scattering test [15 Ko]
Date: 13 Oct 2001 10:07:09
Message: <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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From: Jaime Vives Piqueres
Subject: Re: one more subsurface scattering test [15 Ko]
Date: 13 Oct 2001 10:17:54
Message: <3BC84D1C.D03D1F3A@ignorancia.org>
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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From: Kari Kivisalo
Subject: Re: one more subsurface scattering test [15 Ko]
Date: 13 Oct 2001 10:23:33
Message: <3BC84E64.9E7085E3@engineer.com>
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>
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>
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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From: Mael
Subject: less translucent attempt [16 Ko]
Date: 14 Oct 2001 03:51:55
Message: <3bc9441b@news.povray.org>


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From: Psychomech
Subject: Re: less translucent attempt [16 Ko]
Date: 14 Oct 2001 07:50:39
Message: <3BC97C8B.66D4609B@home.com>
Make it whiter and you get porceline!

Mael wrote:

>  [Image]


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From: Fabien Mosen
Subject: Re: less translucent attempt [16 Ko]
Date: 14 Oct 2001 09:45:16
Message: <3BC9966B.84284E99@skynet.be>
Care to give some hints about the texture definition ?

Fabien.


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From: Mael
Subject: cornell box [18 Ko]
Date: 15 Oct 2001 02:51:46
Message: <3bca8782@news.povray.org>
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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