POV-Ray : Newsgroups : povray.binaries.images : Re: Subsurface Scattering Server Time
1 Nov 2024 15:27:42 EDT (-0400)
  Re: Subsurface Scattering (Message 1 to 6 of 6)  
From: Hugo
Subject: Re: Subsurface Scattering
Date: 3 Mar 2002 05:47:11
Message: <3c81ff2f$1@news.povray.org>
> > Is this pure POV-Ray? Any chance that we can see the code?
> hmmm, I only have the wax version, overwrote the others...  Maybe I could
> recreate the skin and stone version. I'll see what I can do :)

I'm very interested in this! I'd very much like the code for the wax
version! Do you use media or ... povman?  Sorry if this message does not
connect to the original post, but I just can't get Outlook Express to show
old headers.

Hugo


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From: Zeger Knaepen
Subject: Re: Subsurface Scattering
Date: 3 Mar 2002 06:23:45
Message: <3c8207c1$1@news.povray.org>
> > > Is this pure POV-Ray? Any chance that we can see the code?
> > hmmm, I only have the wax version, overwrote the others...  Maybe I
could
> > recreate the skin and stone version. I'll see what I can do :)
> I'm very interested in this! I'd very much like the code for the wax
> version! Do you use media or ... povman?
I used a white scattering media and a filtering colored surface, but I think
that's not the most realistic way to do these things.
I think a more realistic way, is a white scattering media and a colored
absorption media.  For example: this material gives a pinkish
subsurfacescattering effect:
 material {
  texture {
   pigment {
    rgbf 1
   }
   finish {
    ambient 0
    specular 1 roughness .01
   }
  }
  interior {
   media {
    #declare Color=<1,.5,.25>;
    #declare opacity=1;
    #declare Diffuse=.8*opacity;
    scattering {1,10*Diffuse extinction (1/(Diffuse+.0001))*opacity*1.75}
    absorption rgb (1-Color)*10*Diffuse
    intervals 50
    samples 1,150
    method 3
   }
   caustics .1
  }
 }

cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"I'm spinning!"


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From: Hugo
Subject: Re: Subsurface Scattering
Date: 3 Mar 2002 06:39:01
Message: <3c820b55@news.povray.org>
> I think a more realistic way, is a white scattering media and a colored
> absorption media.  For example: this material gives a pinkish
> subsurfacescattering effect:

Thanks! I'll play with this today.  :o)  I tried media scattering myself but
your results looks better. I'm trying to improve a plastic texture, not skin
texture btw.. As I took a digital photo of some plastic, I noticed this
effect very clearly.. it adds a lot to realism.. Hope I can simulate this
(without blowing render time)

Thanks again.

Hugo


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From: Hugo
Subject: Re: Subsurface Scattering
Date: 4 Mar 2002 09:55:50
Message: <3c838af6$1@news.povray.org>
Hi Zeger,

This time I spell your name right.  :o)  I'm trying your subsurface scatter
code now. First I wondered why the result was all black. I tried other
settings but then I guessed that maybe you use this material in a layered
texture, so that I just add it to my already exsisting textures.

This seems to work, but I can't see the pinkish color you mentioned.. Am I
doing things right?

Regards,
Hugo


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From: Shay
Subject: Re: Subsurface Scattering
Date: 4 Mar 2002 09:58:11
Message: <3c838b83@news.povray.org>
do you have hollow_on?

 -Shay

Hugo <hua### [at] post3teledk> wrote in message
news:3c838af6$1@news.povray.org...
> Hi Zeger,


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From: Hugo
Subject: Re: Subsurface Scattering
Date: 4 Mar 2002 10:03:14
Message: <3c838cb2@news.povray.org>
> do you have hollow_on?


OH ..dear... :O)  I forgot!! Yeah I also wondered why the media rendered so
quick... now it's sloooow.. slower than my own attempts at 3S... hmm...

Thanks,
Hugo


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