|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi folks,
I'm back with some new things to share.
1 - Mixed sss and aoi (mlpov0.83/megapov1.1) : not too bad, I think it's ok.
Aoi is quite helpful, especially when an image map is used as last layer
(the white edge is usually lost).
Script posted in p.b.s-f.
2 - As anyone knows, a serious problem with making sss human skin in pov is
transparency tuning, particularly with head due to its structure (inner
parts).
- I always read here (in the newsgroup) that we just have to increase media
density to turn it more opaque. Well, I noticed it's true only when main
light is from behind. But when main light is in front, I discovered that it
is absolutely the opposite, we have to *decrease* this value (?!)...
- extinction is useful when tweaking
- big time-consumer, high value sampling is used as last resort if density
and extinction are not sufficient.
Some examples here using scattering type 1 in different lighting situations:
Because human skin is one of the most subtle and inconstant material, it is
not a straight method (I'm not capable to do one !), just to refer as memo.
http://bambousette.free.fr/head_experiment/povsss+lightBackgrd.jpg
http://bambousette.free.fr/head_experiment/povsss+lightFB.jpg
http://bambousette.free.fr/head_experiment/povsss+lightForegrd.jpg
http://bambousette.free.fr/head_experiment/povsss+lightSide.jpg
3 - I've also tried with non-sss technics, not convincing at all (except
aoi).
http://bambousette.free.fr/head_experiment/non-sss_skintest.jpg
4 - I've tried with other 'things', but unsuccessfully.
[ Jaime : I've tested your 3d cafe skull idea, but unfortunately does'nt
work here. I don't know how you really did it. Probably you are very
inspired. Jaime, ...are you a sort of wizard ? lol ]
http://bambousette.free.fr/head_experiment/other_sssexperiment.jpg
Rene
----
Post a reply to this message
Attachments:
Download 'povsss+aoi.jpg' (173 KB)
Preview of image 'povsss+aoi.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Toying with Globulous (a model by Jan Hofmeister)
Rene
----
Post a reply to this message
Attachments:
Download 'globulous_sssaoi.jpg' (156 KB)
Preview of image 'globulous_sssaoi.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
an early Chuck Close-like portrait (sss+aoi)
Rene
----
Post a reply to this message
Attachments:
Download 'portrait_sssaoi.jpg' (146 KB)
Preview of image 'portrait_sssaoi.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Wow, looking very good.
I think the eyes should be a little more shiny, they look a little 'dry' at
first glance.
The lips look pretty good.
There seems to be a line over the cheekbone - was that intentional?
I love the wrinkles around the eye, I assume that's modelled or did you use
a bump map here?
I didn't use your technique in my latest image, but I will soon
== John ==
"Rene Bui" <ren### [at] freefr> wrote in message
news:web.4210bb9ef1864a88fc1e93f70@news.povray.org...
> an early Chuck Close-like portrait (sss+aoi)
>
> Rene
> ----
>
--------------------------------------------------------------------------------
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Very interesting experiments, Rene. I should try some of these now
that I just moved to MegaPOV 1.1... :)
> 4 - I've tried with other 'things', but unsuccessfully.
> [ Jaime : I've tested your 3d cafe skull idea, but unfortunately does'nt
> work here. I don't know how you really did it.
I just placed the skull over my current experiments... call it "good
luck" that it worked with my media setup.
> http://bambousette.free.fr/head_experiment/other_sssexperiment.jpg
Media is very sensible... what works well for a concrete setup,
creates artifacts with other conditions. In my tests I did use just
standard scattering and absorption, and also interior fading:
interior{
fade_distance .00001 fade_power 1000 fade_color Red
media{
absorption mb*2
scattering{1,mb}
}
}
with mb set to 3. The image_map uses "transmit all .4 filter all .1".
After my last post here, I done a few more tests:
http://www.ignorancia.org/img_page.php?image=0&db=wip
Looks like it's not a bad idea, but I fear the work required to
create my own skull, and then remodeling the head to fit the same shape...
--
Jaime
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
>Wow, looking very good.
Thanks
>I think the eyes should be a little more shiny, they look a little 'dry' at
>first glance.
You're right, but I was so concentrated on skin problem that I forgot to
work on eyes texture.
>The lips look pretty good.
Thanks again
>There seems to be a line over the cheekbone - was that intentional?
hmm.. not really, there is something wrong here with the model (a too flat
area) and unfortunately the light... :(
>I love the wrinkles around the eye, I assume that's modelled or did you use
>a bump map here?
it's a hand-made bump map.
Rene
----
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> I just placed the skull over my current experiments... call it "good
>luck" that it worked with my media setup.
>
> Media is very sensible... what works well for a concrete setup,
>creates artifacts with other conditions. In my tests I did use just
>standard scattering and absorption, and also interior fading:
>
> interior{
> fade_distance .00001 fade_power 1000 fade_color Red
> media{
> absorption mb*2
> scattering{1,mb}
> }
> }
>
> with mb set to 3. The image_map uses "transmit all .4 filter all .1".
>
> After my last post here, I done a few more tests:
>
> http://www.ignorancia.org/img_page.php?image=0&db=wip
>
> Looks like it's not a bad idea, but I fear the work required to
>create my own skull, and then remodeling the head to fit the same shape...
Good news !!
I never tried interior fading (I'm definitely a poor newbie !)
Your latest images are very good and instructive.
Particularly these :
http://www.ignorancia.org/images/wip/cabeza-SSS-5.jpg
http://www.ignorancia.org/images/wip/cabeza-SSS-6.jpg
They impressed me.
Make me think that skin is a very very inconstant material.
Sure it depends on what person (age, sex, ethny), what lighting etc.
it can be opaque like this:
http://bambousette.free.fr/head_experiment/LS012787.jpg
or completely waxy like this:
http://bambousette.free.fr/head_experiment/monsterphoto.jpg
I don't want to make a scientifically perfect skin, but if we can do just
something *plausible* I would be very happy !
And after what I've seen on your website, I'm optimistic.
Well, go back to test now with your media setting. ;-)
Rene
----
Post a reply to this message
|
|
| |
| |
|
|
From: Jaime Vives Piqueres
Subject: Re: Human skin : some new experiments
Date: 15 Feb 2005 07:52:32
Message: <4211f090@news.povray.org>
|
|
|
| |
| |
|
|
Rene Bui wrote:
> I never tried interior fading (I'm definitely a poor newbie !)
I tried everything I can figure... but at the end this simple setup
was the most uniform in behavior.
> Make me think that skin is a very very inconstant material.
> Sure it depends on what person (age, sex, ethny), what lighting etc.
Yes... it's perhaps too complex to have a simple setup to behave well
in all situations... but we can keep trying. ;)
> I don't want to make a scientifically perfect skin, but if we can do just
> something *plausible* I would be very happy !
Me too!
> Well, go back to test now with your media setting. ;-)
No doubt... ASAP. I should try an idea I got after your mention of
using a double mesh... ;)
--
Jaime
Post a reply to this message
|
|
| |
| |
|
|
From: John D Gwinner
Subject: Re: Human skin : some new experiments
Date: 15 Feb 2005 11:47:02
Message: <42122786@news.povray.org>
|
|
|
| |
| |
|
|
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:42112349$1@news.povray.org...
> After my last post here, I done a few more tests:
>
> http://www.ignorancia.org/img_page.php?image=0&db=wip
Very impressive, although some of them look a little 'waxy'.
> Looks like it's not a bad idea, but I fear the work required to create
> my own skull, and then remodeling the head to fit the same shape...
What about using an image map to do it?
A map would have the advantage of being able to control the effect near
elbows and knees, which would be a little 'thicker'.
Look at the following product:
http://market.renderosity.com/softgood.ez?ViewSoftgood=34302
This is using Poser's renderer, but the same Aoi trick can be (better) used
with POVRay. I have to admit it's tempting to get the product and see what
the maps he uses look like.
== John ==
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |