POV-Ray : Newsgroups : povray.text.scene-files : Faked SSS + aoi Server Time
17 May 2024 20:25:37 EDT (-0400)
  Faked SSS + aoi (Message 1 to 1 of 1)  
From: Rene Bui
Subject: Faked SSS + aoi
Date: 18 Jan 2005 10:15:01
Message: <web.41ed2726d4419b9adcc703c00@news.povray.org>
//Faked Subsurface Scattering Test + A.O.I (angle of incidence) +
Shadow_pigment
//Rene Bui - January,2005

#version unofficial mlpov 0.8;


global_settings {
  adc_bailout 0.003922
  ambient_light <1.0,1.0,1.0>
  assumed_gamma 2.4
  hf_gray_16 off
  irid_wavelength <0.247059,0.176471,0.137255>
  max_intersections 64
  max_trace_level 10
  number_of_waves 10
  noise_generator 2
  charset ascii

  radiosity {
  pretrace_start 0.08
  pretrace_end   0.04
  count 100
  nearest_count 6
  error_bound 4
  recursion_limit 3
  gray_threshold 0.0
  minimum_reuse 0.015
  brightness 1.0

  adc_bailout 0.01/2
  media off
  normal on
  }

}

//Variables----------------------------
#declare MainLightFactor = 1.35;
#declare SecLightFactor = 0.3;
#declare CamLoc = <2, 4.0, 16.5>;
#declare HDRI = 0;

//Camera01-----------------------------

camera {location  CamLoc
look_at <0.1, 2.5, 0>
angle 20
right     x*image_width/image_height
}

//Lights-------------------------------


#declare Light1 =
light_source {
  0*x
  color rgb <0.90, 0.93, 1.0>*MainLightFactor
  area_light
  <8, 0, 0> <0, 0, 8>
  4, 4
  adaptive 1
  jitter
  circular
  orient
  translate  <15, 3.5, 4>
  shadow_pigment { color rgb <.5,0,0> }
}


#declare Light2 =
light_source {
  0*x
  color rgb <0.95, 0.93, 1.0>*SecLightFactor
  fade_distance  5.0 fade_power 2
  area_light
  <8, 0, 0> <0, 0, 8>
  4, 4
  adaptive 1
  jitter
  circular
  orient
  translate <-5, 2.5, 4>
  shadow_pigment { color rgb <.5,0,0> }
}

#declare Light3 =
light_source {
  0*x
  color rgb <0.90, 0.93, 1.0>*MainLightFactor
  area_light
  <8, 0, 0> <0, 0, 8>
  4, 4
  adaptive 1
  jitter
  circular
  orient
  translate  <15, 3.5, 4>

}


#declare Light4 =
light_source {
  0*x
  color rgb <0.95, 0.93, 1.0>*SecLightFactor
  fade_distance  5.0 fade_power 2
  area_light
  <8, 0, 0> <0, 0, 8>
  4, 4
  adaptive 1
  jitter
  circular
  orient
  translate <-5, 2.5, 4>

}
//-------------------------------------
// HDR SPHERE & BACKGROUND
//-------------------------------------
#if (HDRI)
sphere {
  0,100
  pigment { image_map { hdr "kitchen_probe.hdr" once interpolate 2 map_type
7 } rotate <0,120,0>}
  finish { ambient  0.6 diffuse 0 }
  hollow //no_image
}
#end

//Materials----------------------------
#declare Map1=pigment {image_map{jpeg "head_map_HDR_c.jpg" interpolate 2
transmit all 0.28 filter all 0.0 }}
#declare Map2=pigment {image_map{jpeg "eyeballs_map.jpg" interpolate 2
transmit all 0.0 filter all 0.0}}
#declare Map3=normal {bump_map {jpeg "head_map_BUM.jpg" bump_size 1.5
interpolate 2 }}

#declare Col1=rgb 1;
#declare Colmap=color_map{[0 Col1*.01][.26 Col1*0.1][.72 Col1*2*0.6][1
Col1*1]};

#declare Skin=
texture{pigment {aoi CamLoc color_map {Colmap}}
        //normal{Map3}
        }

texture{pigment {Map1}
        finish{ambient <0.3, 0.23, 0.25> diffuse 0.6 specular 0.17 roughness
0.08 phong 0.05 phong_size 60 brilliance 1.0}
        normal{Map3}
        }

//-------------------------------------
#declare Ear_Skin=
texture{pigment {aoi color_map {Colmap}}
        //normal{Map3}
        }

texture{pigment {Map1}
        finish{ambient <0.32, 0.23, 0.25> diffuse 0.6 specular 0.17
roughness 0.08 phong 0.05 phong_size 60 brilliance 1.0}
        normal{Map3}
        }

//-------------------------------------
#declare Lips=
texture{pigment {aoi color_map {Colmap}}  //
        }

texture{pigment {Map1}
        finish{ambient <0.3, 0.23, 0.25> diffuse 0.6 specular 0.17 roughness
0.08 phong 0.4 phong_size 80 brilliance 1.0}
        normal{bump_map {jpeg "head_map_BUM.jpg" bump_size 1.0 interpolate 2
}}
        }

//-------------------------------------
#declare Eyeball=
texture{pigment {Map2}
        finish{phong 0.7 phong_size 80 diffuse 0.7*1 specular 0.2 roughness
0.05 ambient rgb <0.3, 0.23, 0.27>/2}}
//-------------------------------------
#declare Lacrymal=
texture{pigment {color rgb <1,0.60,0.58> transmit 0}
        finish{phong 1 phong_size 100 diffuse 0.5*1 specular 0.2 roughness
0.05 ambient <0.3, 0.23, 0.27>/2}}
//-------------------------------------
#declare Pupil=
texture{pigment {color rgb <0,0,0> transmit 0}
        finish{phong 0.5 phong_size 80 diffuse 0.4*1 specular 0.2 roughness
0.005 ambient 0.0}}
//-------------------------------------
#declare Iris=
texture{pigment {Map2}
        finish{phong 0.5 phong_size 30 diffuse 0.6*1 specular 0.1 roughness
0.1 ambient rgb <0.3, 0.23, 0.27>/2}}
//-------------------------------------
#declare Inner_ear=
texture{pigment {color rgb <0.7921569,0.1803922,0.3882353> transmit 0}
        finish{phong 0 phong_size 80 diffuse 0.1 ambient rgb <0,0,0>
reflection{0}}}
//-------------------------------------
#declare Inner_eye=
texture{pigment {color rgb <0.7921569,0.1803922,0.3882353> transmit 0}
        finish{phong 0 phong_size 30 diffuse 0.2 ambient rgb <0,0,0>
reflection{0}}}
//-------------------------------------
#declare Inner_mouth=
texture{pigment {color rgb <0.7921569,0.1803922,0.3882353> transmit 0}
        finish{phong 0 phong_size 80 diffuse 0.1 ambient rgb <0,0,0>
reflection{0}}}
//-------------------------------------
#declare Nostril=
texture{pigment {color rgb <0.7921569,0.1803922,0.3882353> transmit 0}
        finish{phong 0 phong_size 80 diffuse 0.1 ambient rgb <0,0,0>
reflection{0}}}
//-------------------------------------
#declare Conjunctiva=
texture
      {
         pigment
         {
            color rgbf <1.0, 1.0, 1.0, 0.7>
         }
         finish
         {
            ambient 0.0
            diffuse 0.0
            phong 1.0
            phong_size 100.0
            specular 0.8705
            roughness 0.0003
            reflection
            {
               0.15 , 0.15
               fresnel  on
               falloff  1.0
               exponent 1.0
               metallic 0.0
            }
         }

      }
//-------------------------------------
#declare Teeth=
texture{pigment {color rgb <0.9686275,0.9529412,0.8823529> transmit 0}
        finish{phong 0.7 phong_size 80 diffuse 0.3*1 ambient rgb 0.0
reflection{0}}}

//-------------------------------------
#declare basic_texture =
   material{
   texture{ pigment { color rgb 1}
         finish {ambient 0.0 diffuse 0.34 phong 0.3}}
   }



//Objects------------------------------

light_group {
  light_source {Light3}
  light_source {Light4}

sphere { // Sphere001
  <0,0,0>,1
  material {basic_texture}
  scale 100.0
  hollow
}

#include "eyeballs_msh.inc"
object {Eyeballs
scale y*0.95
}

#include "teeth_msh.inc"
object {Teeth
scale y*0.95
}

 global_lights on
  }  //Bluish lights group (scene)


//-------------------------------------
light_group {
  light_source {Light1}
  light_source {Light2}

#include "head_msh2.inc"
object {Head
texture{Skin}
scale y*0.95

}

#include "innerparts_msh.inc"
object {Innerparts
scale y*0.95
}
 global_lights on
  }  //Reddish lights group (Skin and inner parts)

//-------------------------------------
//EOF----------------------------------


Rene
(the old newbie)


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.