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"jhu" <nomail@nomail> wrote:
> "Simon J. Cambridge" <nomail@nomail> wrote:
>
> > Thanks clipka.
> >
> > I have tried with SSLT, I really have, but it never seems to give me what I am
> > after, which was why I went physically nonsensical. Skin ends up looking like
> > wax, or artifacts get generated (on meshes - light patches on vertexes).
> > Certainly, having played with irid, I do think there is mileage in the oily
> > effect, but only if you use it sparingly.
> >
> > I have also tried scattering media and having objects inside objects, but that
> > makes modelling a nightmare. I would much prefer to get SSLT right as that is
> > clearly the most physically accurate, but I cannot seem to get what I am after
> > (artistically).
>
> Why don't you post your SSLT results for comparison? If you're willing, you
> could also post your scene and so people can play around with it to help you
> out.
Now that I have found out how not to do it (see above) I am currently
re-rendering at various settings to see which comes out best. I'll post the
comparisons when I am done.
One of my problems now might be trying to create a non-human skintone. Human
skin is instantly recogniseable, and we know it when we see it. Non-human skin
is going to be harder. I expect this to take me some time to get right (if I
ever do).
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 30-4-2016 19:45, Simon J. Cambridge wrote:
> > Has anybody else used the Samuel Benge (thank you Samuel, btw) fastprox macros,
> > and had satisfaction, do you know? Is this a route worthy of further travail?
> >
>
> Yes, I have. fastprox is very good although I prefer Edouard Poor's
> proximity macros because they seem more comprehensive to me and a bit
> faster over all. I have not used it for skin as such but for giving a
> wear-and-tear look to textures. It might be interesting to see what it
> does with skin though, an idea I shall pursue [takes ToDo list from pocket].
>
> --
> Thomas
Thanks Thomas. I shall look into that. I have seen the proximity macros
mentioned elsewhere and always intended to ask where one might obtain them. I
shall go look for Mr Poor!
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On 01/05/16 08:05, Thomas de Groot wrote:
> ... an idea I shall pursue [takes ToDo list from
> pocket].
>
Have you run out of Round Tuits again?
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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Am 01.05.2016 um 15:27 schrieb Doctor John:
> On 01/05/16 08:05, Thomas de Groot wrote:
>> ... an idea I shall pursue [takes ToDo list from
>> pocket].
>>
>
> Have you run out of Round Tuits again?
He may have sent his last batch over to me a while ago.
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> clipka <ano### [at] anonymousorg> wrote:
>> Am 30.04.2016 um 18:20 schrieb Simon J. Cambridge:
>>
>>> I have tried with SSLT, I really have, but it never seems to give me what I am
>>> after, which was why I went physically nonsensical. Skin ends up looking like
>>> wax, or artifacts get generated (on meshes - light patches on vertexes).
>>
>> I know the artifacts you are referring to, and haven't found the time
>> and ideas to battle them yet; they should diminish if you subdivide your
>> mesh more rigorously though.
>>
>> If you get a waxy look, you're overdoing it.
>>
>> Also, in real life the SSLT effect is different for different portions
>> of the body; however, currently POV-Ray does no yet provide any means to
>> simulate this, except for averaging an SSLT- and a non-SSLT texture (or
>> multiple SSLT textures with different settings), which does not do full
>> justice to the real effect.
>
> Just to say thank you for your advice. I went back, bit the bullet, threw
> everything out the window and ... found three things.
>
> The artifacts do indeed get better if you subdivide, but, and it is a big but,
> the situation is vastly improved if you go assumed_gamma 1.0. You also get a
> speed improvement. I had left gamma at 2.2 (my default - when ever I create a
> new scene I cut and paste the environment - a possibly very bad habit). I hadn't
> any idea gamma would make such a drastic difference. Ignorance, in this case, is
> not bliss.
>
> Oh, and my comment on using a colour component for Irid was meant in terms of
> overriding the wavelength set in global settings for individual textures. It was
> just a thought.
>
>
>
>
>
You should change that assumed_gamma to 1 in your empty source code.
All features are geared to a linear colour space, meaning they expect an
assumed_gamma 1. Forcing another value can introduce abnomalies.
Unless you changed it somewhere, the display gamma should default to
sRGB. You may also set the file gamma in pvengine.ini or povray.ini, but
you don't need to.
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Am 01.05.2016 um 12:52 schrieb Simon J. Cambridge:
> the situation is vastly improved if you go assumed_gamma 1.0. You also get a
> speed improvement. I had left gamma at 2.2 (my default - when ever I create a
> new scene I cut and paste the environment - a possibly very bad habit). I hadn't
> any idea gamma would make such a drastic difference. Ignorance, in this case, is
> not bliss.
It's not a bad habit at all to have some standard scene to start from.
Note that in the Windows version you can modify the "Insert" menu to
simplify this process even more.
It _is_ a bad! bad! bad! habit to use gamma 2.2 ;)
(mandatory viewing: <https://youtu.be/ayriQHgsPCc>)
> Oh, and my comment on using a colour component for Irid was meant in terms of
> overriding the wavelength set in global settings for individual textures. It was
> just a thought.
Ah - that makes more sense.
Then again -- well, no, actually it doesn't ;)
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On 1-5-2016 16:21, clipka wrote:
> Am 01.05.2016 um 15:27 schrieb Doctor John:
>> On 01/05/16 08:05, Thomas de Groot wrote:
>>> ... an idea I shall pursue [takes ToDo list from
>>> pocket].
>>>
>>
>> Have you run out of Round Tuits again?
>
> He may have sent his last batch over to me a while ago.
>
That's what happened and now I am in dire need.
--
Thomas
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On 02/05/16 07:51, Thomas de Groot wrote:
> On 1-5-2016 16:21, clipka wrote:
>> Am 01.05.2016 um 15:27 schrieb Doctor John:
>>> Have you run out of Round Tuits again?
>>
>> He may have sent his last batch over to me a while ago.
>>
>
>
> That's what happened and now I am in dire need.
>
Message from the manufacturer: We regret the current shortage of Tuits;
this was caused by an under-supply of Strong Motivation, an essential
element in their production. Our laboratories have now found a way of
transmuting Incentive into Motivation and, thus, normal production will
be resuming within the next few days.
John (CEO, The Tuit Corporation)
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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On 2-5-2016 13:26, Doctor John wrote:
> On 02/05/16 07:51, Thomas de Groot wrote:
>> On 1-5-2016 16:21, clipka wrote:
>>> Am 01.05.2016 um 15:27 schrieb Doctor John:
>>>> Have you run out of Round Tuits again?
>>>
>>> He may have sent his last batch over to me a while ago.
>>>
>>
>>
>> That's what happened and now I am in dire need.
>>
>
> Message from the manufacturer: We regret the current shortage of Tuits;
> this was caused by an under-supply of Strong Motivation, an essential
> element in their production. Our laboratories have now found a way of
> transmuting Incentive into Motivation and, thus, normal production will
> be resuming within the next few days.
>
> John (CEO, The Tuit Corporation)
>
Good! I shall place my order.
--
Thomas
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On 5/2/2016 12:26 PM, Doctor John wrote:
> Message from the manufacturer: We regret the current shortage of Tuits;
> this was caused by an under-supply of Strong Motivation, an essential
> element in their production. Our laboratories have now found a way of
> transmuting Incentive into Motivation and, thus, normal production will
> be resuming within the next few days.
>
> John (CEO, The Tuit Corporation)
So that's what you were havering about. :)
--
Regards
Stephen
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