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Hrmmm. This site -- http://rise.sourceforge.net/cgi-bin/makepage.cgi?Home --
has a render engine that can implement sub-surface scattering for arbitrary
meshes, and claims it's code is "lucid and readable". Anyone interested in
adding sss to POV might want to take a look. I don't know if it helps,
since it doesn't use media to simulate it. I'm just throwing the link out
there.
"Antonio Ferrari" <nomail@nomail> wrote:
>
> Mmmh... I also think that an universal method is better, and media
> functionality in Povray seems complete. Some time ago I also tried to
> implement sub-surface scattering trough povray language, after reading some
> articles posted in these news. I encountered two problems:
>
> 1 - poor results: the quality reached has never been like the one seen in
> the image seen for example in the articles about real sub-surface
> scattering.
>
> 2 - it's very complicated to reach a good approximation/simulation of sss in
> povray.
>
> The problem stands for generic objects. It's easy to apply density to a
> simple object (a sphere, a box, etc.) but for a generic or complex objects
> things change: the only way I found was the construction of a density file
> ad-hoc, using macros that scanned the interior of an object and calculated
> a particular density in strata near the outer surface. It's not easy to
> explain this idea. It was just an idea; my job doesnt allow me to find the
> necessary time to implement it... :(
>
> Maybe there are simpler methods. Can anyone find a macro or a method to
> simulate sss for a generic object using povray media? This is not the
> correct place to ask this question, but the answer could definitevely close
> the question if a patch can be discussed or not, I think...
>
> Thanks
>
> AF
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