POV-Ray : Newsgroups : povray.binaries.scene-files : Proximity and subsurface scattering macros + examples Server Time: 23 Mar 2019 06:17:21 GMT
  Proximity and subsurface scattering macros + examples (Message 1 to 2 of 2)  
From: stbenge
Subject: Proximity and subsurface scattering macros + examples
Date: 10 Aug 2008 19:48:32
Message: <489f4610@news.povray.org>
Okay, here they are! The proximity and SSS pattern macros, as seen in 
p.b-images.

Full documentation is included within the inc file, so be sure to read 
it carefully to avoid long parse/render times. The examples have highish 
settings, and don't represent the fastest speeds achievable.

Have fun with these! You can add scuff marks to the edges, dirt to the 
corners, and light scattering to the surfaces of your objects now :)

Happy rendering!

Sam


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Attachments:
Download 'fastprox.zip' (8 KB)

From: stbenge
Subject: Re: Proximity and subsurface scattering macros + examples
Date: 10 Aug 2008 21:12:53
Message: <489f59d5@news.povray.org>
I forgot to mention that you may get strange artifacts if the vector 
right after the min/max vectors is too high. This is especially true for 
curved surfaces. You will have to fiddle with it to achieve a desirable 
result. The value right after than should be set to 2 or more. Higher 
values give more falloff, and tend to reduce artifacts.

The patterns are 3d, so they can be used for media and isosurface 
functions, although these will take a long time to render.

Also, I did not make a fastSSS3 macro to behave like fastProx3. You can 
probably make one yourself by looking at the code.

That is all :)

edit:
One last thing. You can transform the object after applying a pattern to 
it, but don't expect this to work very well with the SSS pattern.

For SSS you should apply your transforms *first*, and then apply the 
pattern to the object and adjust the bounding box accordingly.

The proximity patterned object can be transformed anytime, as it does 
not take a light position into account.

Sam


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