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From: Florian Brucker
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 06:06:17
Message: <3dda1b29@news.povray.org>
hey guys


oh that's cool. i had to look twice...

nice one!

greetings,
florian


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From: Andrew Cocker
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 07:27:08
Message: <3dda2e1c$1@news.povray.org>
"Peter Popov" <pet### [at] vipbg> wrote in message
news:626ktucnptes0q2v85jjc5qb8pmqt94qp9@4ax.com...
> The textures on the balls are also as simple, just an image_map with
> filter all 1, no ambient, and some fresnel reflection. It's the
> subsurface scattering that gives it the juicy look. Glad you like it.

How did you implement the subsurface scattering? How noticeable an effect is it giving
to the
scene?

All the best,

Andy Cocker


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From: Peter Popov
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 08:46:07
Message: <33fktu0i6o8l8mi8lj3ee8br9q3t2reeob@4ax.com>
On Tue, 19 Nov 2002 12:27:13 -0000, "Andrew Cocker"
<mai### [at] andrewcockercouk> wrote:

>How did you implement the subsurface scattering?

It's quite easy, actually.

First of all, you obviously need, well, subsurface scattering :), or,
in POV terms, scattering media filling a hollow object. Make it white,
so that it scatters all light equally. Make it realistic, i.e.
extinction 1

Then you need to ensure that light actually penetrates the surface.
Give all your colors a filter 1 (easy in my case, as these are all
image maps). With enough scattering on the inside, the white light
from inside filters through the colored surface and it looks like the
object is opaque.

As you might have seen in my original post, this approach causes some
problems at shallow angles, as the media does not scatter enough light
to extinguish all of it and the background can be seen through. To
avoid it, add an opaque interior_texture. For most realism, make it
the same as the external one, though you may wish to remove reflection
from it as it will only contribute to the render times and not to the
image.

Last, you need to avoid self-shadowing as it really kills the effect.
Simply putting no_shadow won't do it because then the object will not
cast a shadow on anything, and we don't want that. Light groups may be
an option, but it's easier to separate the surface from the interior.
Simply make two copies of the object, one being the "shell" - with
texture and interior texture, and the other being the "interior",
slightly smaller, with a clear pigment and object scattering media.
Give the "shell" no_shadow and you're in business.

To push things really on the cool side, give the "shell" some ior.
This bends the image inside so that you get a distorted terminator
line characteristic of subsurface scattering (see some MAX/Brazil
images implementing a s. sc. shader).

That's it, quite simple, really, but the result is good.

>How noticeable an effect is it giving to the scene?

See for yourself. First attachment is without, second is with.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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Attachments:
Download 'cueball-plastic.jpg' (14 KB) Download 'cueball-china.jpg' (13 KB)

Preview of image 'cueball-plastic.jpg'
cueball-plastic.jpg

Preview of image 'cueball-china.jpg'
cueball-china.jpg


 

From: paul jones
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 08:49:46
Message: <3dda417a$1@news.povray.org>
Very nice image, I really am impressed at the vibrancy of the texturing and
the labels.

It looks like the scene is set in an actual room, is this true? I get the
impression there is wood paneling for walls (from the reflections in the
orange ball).

Although, I would sincerely request that Blender be removed from the
table... sure it is hard to use, but far better than any other modeling
program (cost: $0.00 and open source!).

If for ethical reasons you can remove it, please move it to a less
vulnerable place.

:-)

-Paul

p.s. I now have some new wall paper.


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From: ingo
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 08:54:44
Message: <Xns92CB989293EE8seed7@povray.org>
in news:r72ktu4aeq5vepg39ihqdk45olq2m0fqr1@4ax.com Peter Popov wrote:

> Thought I might as well throw an idea into it

:) :) :)


May be a bit over the top, but how about the silouette of our "Beloved 
Team Leader" in front of the window, chalcking his queue.

Ingo


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From: Renderdog
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 09:00:11
Message: <web.3dda438fc05b4c8a7ba9929f0@news.povray.org>
Peter Popov wrote:
>Thought I might as well throw an idea into it - and one that might get
>me in trouble, too :)
>
>Enjoy, I hope it turned out well. Comments and criticisms welcome, as
>always.

Excellent and hilarious!

-Mark Slone


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From: Peter Popov
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 09:25:49
Message: <0ahktu8dp2i36gf687to1mrjiacbv6m7k9@4ax.com>
On Tue, 19 Nov 2002 08:49:44 -0500, "paul jones" <pdj### [at] psuedu> wrote:

>Very nice image, I really am impressed at the vibrancy of the texturing and
>the labels.

The labels are logos ripped off the web or brochures. I can not take
any credit for those.

>It looks like the scene is set in an actual room, is this true? I get the
>impression there is wood paneling for walls (from the reflections in the
>orange ball).

No, there's just the ground plane and the window (2x1 meters, 4 meters
away).

>Although, I would sincerely request that Blender be removed from the
>table... sure it is hard to use, but far better than any other modeling
>program (cost: $0.00 and open source!).

Nothing personal has been put into the placement of the balls. It's
just that Blender's logo is virtually the same orange they use for the
1 ball, and that one should always be in the front. That's why Messiah
is in the far left corner, for example - their purple matches the 12
ball purple perfectly.

If I put something else in its place, I might offend someone else. I
am surprised Lance hasn't yelled already :)

>If for ethical reasons you can remove it, please move it to a less
>vulnerable place.

Blender has already moved to a less vulnerable place - in the public
domain, where all good software should be (need I point examples? :) )

>p.s. I now have some new wall paper.

Wow, that's by far the greatest compliment I've had. Thank you!


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Peter Popov
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 09:26:40
Message: <lfiktuo7fro0h17erafqjaehml0cdphj3g@4ax.com>
On 19 Nov 2002 08:54:44 -0500, ingo <ing### [at] tagpovrayorg> wrote:

>May be a bit over the top, but how about the silouette of our "Beloved 
>Team Leader" in front of the window, chalcking his queue.

I hear ya... but how do we get a picture of him? It's not like he's
going to just stay there for a whole day waiting to be rendered...


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Andrew Cocker
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 09:52:41
Message: <3dda5039$1@news.povray.org>
Thanks Peter... I think I understad your explanation. I'll give it a go when I get
time, and
get back to you if I can't get it to work.

All the best,

Andy Cocker

BTW Your image is my current wallpaper also.


"Peter Popov" <pet### [at] vipbg> wrote in message
news:33fktu0i6o8l8mi8lj3ee8br9q3t2reeob@4ax.com...
> On Tue, 19 Nov 2002 12:27:13 -0000, "Andrew Cocker"
> <mai### [at] andrewcockercouk> wrote:
>
> >How did you implement the subsurface scattering?
>
> It's quite easy, actually.
>
> First of all, you obviously need, well, subsurface scattering :), or,
> in POV terms, scattering media filling a hollow object. Make it white,
> so that it scatters all light equally. Make it realistic, i.e.
> extinction 1
>
> Then you need to ensure that light actually penetrates the surface.
> Give all your colors a filter 1 (easy in my case, as these are all
> image maps). With enough scattering on the inside, the white light
> from inside filters through the colored surface and it looks like the
> object is opaque.
>
> As you might have seen in my original post, this approach causes some
> problems at shallow angles, as the media does not scatter enough light
> to extinguish all of it and the background can be seen through. To
> avoid it, add an opaque interior_texture. For most realism, make it
> the same as the external one, though you may wish to remove reflection
> from it as it will only contribute to the render times and not to the
> image.
>
> Last, you need to avoid self-shadowing as it really kills the effect.
> Simply putting no_shadow won't do it because then the object will not
> cast a shadow on anything, and we don't want that. Light groups may be
> an option, but it's easier to separate the surface from the interior.
> Simply make two copies of the object, one being the "shell" - with
> texture and interior texture, and the other being the "interior",
> slightly smaller, with a clear pigment and object scattering media.
> Give the "shell" no_shadow and you're in business.
>
> To push things really on the cool side, give the "shell" some ior.
> This bends the image inside so that you get a distorted terminator
> line characteristic of subsurface scattering (see some MAX/Brazil
> images implementing a s. sc. shader).
>
> That's it, quite simple, really, but the result is good.
>
> >How noticeable an effect is it giving to the scene?
>
> See for yourself. First attachment is without, second is with.
>
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] vipbg
> TAG      e-mail : pet### [at] tagpovrayorg
>


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From: Lance Birch
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 10:18:30
Message: <3dda5646@news.povray.org>
"Peter Popov" <pet### [at] vipbg> wrote in message
news:0ahktu8dp2i36gf687to1mrjiacbv6m7k9@4ax.com...
<snip>
> If I put something else in its place, I might offend someone else. I
> am surprised Lance hasn't yelled already :)

Oh no, it's right where it should be, it just depends how you look at the
situation ;)

Lance.

thezone.firewave.com.au
www.firewave.com.au


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