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I'm looking for someone to develop an SSS macro for distribution with
humanoid POV-Ray models generated from MakeHuman (an open source humanoid
modelling tool).
The next release of MakeHuman (currently being developed) already has a
built-in export option that creates a POV-Ray mesh2 object with UV-mapping
and corresponding texture maps. The impressive SSS images on pbi have
prompted interest from the MakeHuman team to also have an SSS macro that can
be output with the POV-Ray model and distributed under an LGPL license.
Would anyone with SSS POV-Ray knowledge/assets be interested in working
(with my support) on developing such a macro for the generated models?
Regards,
Chris B.
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Chris B wrote:
> The impressive SSS images on
> pbi have prompted interest from the MakeHuman team to also have an SSS
> macro that can be output with the POV-Ray model and distributed under an
> LGPL license.
Was their interest piqued by my SSS work? My last technique is fraught
with problems. Individual light sources have to be taken into account,
the model shouldn't be transformed after the SSS is applied, dark areas
on the target object cannot be illuminated, it won't work with
radiosity, and the parse times can be very high to produce an effect
suitable for something like human skin.
> Would anyone with SSS POV-Ray knowledge/assets be interested in working
> (with my support) on developing such a macro for the generated models?
I would, but all of the afore-mentioned problems will make my last
technique difficult for the end-user.
I have some ideas for a very good SSS effect, but it will require new
features to be added to POV-Ray. Most of the features needed for this
are already there, but need to be applied for this specific task. I
think it can be done without bloating the core. E-mail me if you are
interested in hearing my ideas. I can post an example image somewhere to
show you how it will look. Is the MakeHuman team willing to wait until
POV can natively support an opaque surface SSS effect?
Sam
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I might be wrong but wasn't one of the advantages of the 'solid' povray
objects compared to the 'triangle'- / 'quad'-based scanline renderers
that you don't need SSS to create realistic see-through materials /
effects / whatever?
Not that I would be against SSS. I just don't understand it :-)
Greets
Arne
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> Was their interest piqued by my SSS work?
Yes, and, by the way I was very impressed too.
> My last technique is fraught with problems. Individual light sources have
> to be taken into account, the model shouldn't be transformed after the SSS
> is applied, dark areas on the target object cannot be illuminated, it
> won't work with radiosity, and the parse times can be very high to produce
> an effect suitable for something like human skin.
I did take a look at your macros but was unable to follow what they were
doing. I also took a look at Wikipedia about SSS and, although I understood
the basic explanation of the principles, I wasn't able to piece together how
one could start implementing that in code. I should say that I'm not very
strong on high quality textures in general.
>> Would anyone with SSS POV-Ray knowledge/assets be interested in working
>> (with my support) on developing such a macro for the generated models?
>
> I would, but all of the afore-mentioned problems will make my last
> technique difficult for the end-user.
ok.
It would of course be ideal to have a generic, easy to use SSS technique,
but if that's not currently possible then it may be sensible to scale back
the objectives. Given that we have control over the exported humanoid figure
and quite detailed information about the model available within MakeHuman,
is there anything extra that we may be able to generate into the exported
model that might assist with implementing the technique?
The next option down the scale could be to work on a standard lighting and
camera setup that would enable sample SSS images to be generated, although
the average user may have to fall back on just the uv-mapped texture maps
for incorporating the models into their own scenes. A small team of artists
is currently starting work on manually crafted ethnicity, gender and age
morph targets. A standardised SSS scene could enable a nifty set of graphics
to be incorporated into the MakeHuman user documentation and, if we could
incorporate something as a rendering option into exported POV-Ray models,
this could provide users with something that they could play with and that
may inspire them to further explore and enhance the technique in the future.
> E-mail me if you are interested in hearing my ideas.
Thanks. I will.
> Is the MakeHuman team willing to wait until POV can natively support an
> opaque surface SSS effect?
The upcoming release of MakeHuman will hopefully be relatively soon, but
enhancements can certainly be added to future releases of MakeHuman to take
advantage of any parallel enhancements in POV-Ray.
Regards,
Chris B.
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"Arne Kleinophorst" <Sir### [at] spamdebitelnet> wrote in message
news:48e9321a$1@news.povray.org...
>I might be wrong but wasn't one of the advantages of the 'solid' povray
>objects compared to the 'triangle'- / 'quad'-based scanline renderers that
>you don't need SSS to create realistic see-through materials / effects /
>whatever?
The model exported from MakeHuman will be a mesh2 object made up of
triangular faces. I'm not sure whether other techniques can get such high
quality results, maybe they can. The best I've seen so far have been the SSS
results.
Nevertheless, other techniques aren't ruled out. In fact, I'd be quite happy
to output multiple textures from the MakeHuman export option and give the
POV-Ray user the choice of which texture to use at render time. Maybe it
would be good to have one reasonable quality, quick to render technique and
one best quality. I've come up with a texture using specular and diffuse
that look kind of ok to me and that renders in seconds, but I have to admit
that textures aren't really my strong point, so ideas for improvement would
be welcome.
> Not that I would be against SSS. I just don't understand it :-)
I've read a little about SSS and find it produces impressive results, but I
can't really claim to understand how it produces those results, and I've
never been able to reproduce such impressive results myself.
Regards,
Chris B.
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