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Brazil's subsurface scattering really has me drooling. I wish POV could do
that. Tell me someone has plans to extend POV to do BSSRDF... please! My
current method using scattering media involves wild guessing and random
strokes of luck at best. This is not something that will work consistently
or predictably. It took me many hours and dozens of tests to get this. Model
of the candle and the wick done in sPatch, rendered using POV 3.5b6, with
radiosity and 1 area_light in 1h 24m 6s. Please let me know what you think.
Enjoy.
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Attachments:
Download 'candle02.jpg' (8 KB)
Preview of image 'candle02.jpg'
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Sollee. I have my doubts as to whether that's coming up, at least not until
maybe version 4.5
"Tony[B]" <ben### [at] catholicorg> wrote in message
news:3bc5e71d@news.povray.org...
> Brazil's subsurface scattering really has me drooling. I wish POV could do
> that. Tell me someone has plans to extend POV to do BSSRDF... please! My
> current method using scattering media involves wild guessing and random
> strokes of luck at best. This is not something that will work consistently
> or predictably. It took me many hours and dozens of tests to get this.
Model
> of the candle and the wick done in sPatch, rendered using POV 3.5b6, with
> radiosity and 1 area_light in 1h 24m 6s. Please let me know what you
think.
> Enjoy.
>
>
>
Post a reply to this message
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> Brazil's subsurface scattering really has me drooling. I wish POV could do
> that. Tell me someone has plans to extend POV to do BSSRDF... please! My
> current method using scattering media involves wild guessing and random
> strokes of luck at best. This is not something that will work consistently
> or predictably. It took me many hours and dozens of tests to get this. Model
> of the candle and the wick done in sPatch, rendered using POV 3.5b6, with
> radiosity and 1 area_light in 1h 24m 6s. Please let me know what you think.
> Enjoy.
What is causing the brightness around the bottom of the candle?
--
#macro C(X,Y)cylinder{X*x<X,0,-Y/2>.1}#end#macro U(R,X,Y)intersection{torus{.9
.1}box{-1 0rotate y*R*90}translate<X,0,Y>scale 1-z*.5}#end union{U(0,0,0)U(1,0
,0)U(2,-1,-1)U(1,1,0)U(1,1.5,-3)U(1,2,0)U(3,1,0)U(2,2,0)U(0,3,0)U(3,2,.5)C(.1,
2)C(.8,1)C(.8,-1)C(1.1,1)C(1.9,-1)pigment{rgb 10}rotate x*90translate<-1,0,4>}
Post a reply to this message
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To me, Pov scattering makes its work quite well. Inspired by your scene I'm
rendering my own try ATM. I'm gonna post it when it's ready.
--
Jonathan.
"Tony[B]" <ben### [at] catholicorg> ha scritto nel messaggio
news:3bc5e71d@news.povray.org...
> Brazil's subsurface scattering really has me drooling. I wish POV could do
> that. Tell me someone has plans to extend POV to do BSSRDF... please! My
> current method using scattering media involves wild guessing and random
> strokes of luck at best. This is not something that will work consistently
> or predictably. It took me many hours and dozens of tests to get this.
Model
> of the candle and the wick done in sPatch, rendered using POV 3.5b6, with
> radiosity and 1 area_light in 1h 24m 6s. Please let me know what you
think.
> Enjoy.
>
>
>
Post a reply to this message
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> Brazil's subsurface scattering really has me drooling. I wish POV could do
> that. Tell me someone has plans to extend POV to do BSSRDF... please! My
> current method using scattering media involves wild guessing and random
> strokes of luck at best. This is not something that will work consistently
> or predictably. It took me many hours and dozens of tests to get this.
Model
> of the candle and the wick done in sPatch, rendered using POV 3.5b6, with
> radiosity and 1 area_light in 1h 24m 6s. Please let me know what you
think.
> Enjoy.
>
>
Wouldn't it be possible to do that with double_illuminate, no shadow and
light fading?
Here is what I got when I tried to do so. It dosnt look as good as with
scattering media but what do you think?
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Attachments:
Download 'kerze.jpg' (11 KB)
Preview of image 'kerze.jpg'
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