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Am 23.01.2011 15:31, schrieb Jim Holsenback:
> you know this is awful good stuff that should be captured somehow ...
> Robert: is there any way you could be conned into bundling this up into
> a how to article?
Please make sure that readers of such an article are made aware of the
/highly/ experimental state of POV-Ray's subsurface scattering feature,
and that syntax /will/ change, probably as the very next step of that
feature's development.
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clipka <ano### [at] anonymous org> wrote:
> Am 23.01.2011 15:31, schrieb Jim Holsenback:
>
> > you know this is awful good stuff that should be captured somehow ...
> > Robert: is there any way you could be conned into bundling this up into
> > a how to article?
>
> Please make sure that readers of such an article are made aware of the
> /highly/ experimental state of POV-Ray's subsurface scattering feature,
> and that syntax /will/ change, probably as the very next step of that
> feature's development.
Jim: sure, happy to bundle it up.
Christoph: thanks for your explanation, I see I had it backwards! Artistically I
generally still want to use the SSLT as a color. Specifying how often a photon
of a given wavelength (as an rgb vector) will be scattered will do just that.
Modifying the skin2 settings to eliminate the green and blue photons from
scattering at all (giving us a visible scattering color: red).
#declare sslt_red = <0.63, 0, 0>; // blood color (er, scattering coeficient)
subsurface { sslt_red, <0.013, 0.070, 0.145> }
Much better results than I was getting before!
-------------------------------------------------
www.McGregorFineArt.com
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"gregjohn" <pte### [at] yahoo com> wrote:
> > -for specular or reflection,
>
> What would a "rougher value" be? This is frankly scary to someone who was
> turning his nose at all photorealism not long ago. :)
I just meant with the roughness keyword followed by a higher value than the
current one if any, otherwise higher than the default one.
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