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Here's another test image for the subsurface scattering sim I'm
developing in POV 3.5. Does the object look transparent? It's not.
No aa on this one, because it's getting late.
--
Samuel Benge
stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html
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Attachments:
Download 'oldman_wax.jpg' (43 KB)
Preview of image 'oldman_wax.jpg'
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From: Samuel Benge
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 02:55:53
Message: <3FC45C87.40402@hotmail.com>
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Oh yeah, nearly forgot to mention that it only took 6 minutes and 41
seconds to render.
Samuel Benge wrote:
> Here's another test image for the subsurface scattering sim I'm
> developing in POV 3.5. Does the object look transparent? It's not.
>
> No aa on this one, because it's getting late.
>
>
> ------------------------------------------------------------------------
>
--
Samuel Benge
stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html
Post a reply to this message
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Sorry, I can't really comment on it because my jaw has dropped to the floor.
:-)
You rule, pal. Will you share your secret?
Best regards,
Roberto
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Drooooooooooooooool :P
Great work! And only 6 minutes! This really rocks!
Best regards.
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Two slope maps; one taking camera position into account, the other taking
light position into account ?
Regards,
Hugo
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I'll share the code very soon, but it needs to be cleaned up so that
willing individuals can make sense of it and help develop it further.
Roberto A. wrote:
> Sorry, I can't really comment on it because my jaw has dropped to the floor.
> :-)
>
> You rule, pal. Will you share your secret?
>
> Best regards,
>
> Roberto
>
>
>
--
Samuel Benge
stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html
Post a reply to this message
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From: Samuel Benge
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 10:25:05
Message: <3FC4C5CF.10900@hotmail.com>
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Slope maps would have doomed this project from the beginning. My
technique is more like real SSS. In fact, it's the closest you can get,
I think, without making a patch that throws photons.
Hugo Asm wrote:
> Two slope maps; one taking camera position into account, the other taking
> light position into account ?
>
> Regards,
> Hugo
>
>
>
--
Samuel Benge
stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html
Post a reply to this message
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From: Light Beam
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 10:42:13
Message: <3fc4c9d5@news.povray.org>
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Excellent !
Will be in the next megapov ? or mlPOV ? (Pleaaaaase !)
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> Excellent !
> Will be in the next megapov ? or mlPOV ? (Pleaaaaase !)
Samuel Benge has done it with pov 3.5 so you could do it right now ...
(well, if you manage to find the trick :)
M
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I don't plan on keeping it a secret for too much longer..... turns out
it does work with close light_sources by the way.
It actually might work better in mlPOV, but might be slower..... It
would most likely be more accurate with mlPOV.
Mael wrote:
>>Excellent !
>>Will be in the next megapov ? or mlPOV ? (Pleaaaaase !)
>>
>
> Samuel Benge has done it with pov 3.5 so you could do it right now ...
> (well, if you manage to find the trick :)
>
> M
>
>
>
--
Samuel Benge
stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html
Post a reply to this message
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