POV-Ray : Newsgroups : povray.general : A question about sss implementation in Blender : Re: A question about sss implementation in Blender Server Time
31 Jul 2024 04:16:38 EDT (-0400)
  Re: A question about sss implementation in Blender  
From: Antonio Ferrari
Date: 24 Oct 2007 12:10:00
Message: <web.471f6d6d1cea9bf34e64f15d0@news.povray.org>
Jan Dvorak <jan### [at] centrumcz> wrote:
> I thought that the skin has a constant density that is quite high plus
> probably some rough surface (epidermis) over it and even inserting some
> bones.

Yes. But I'm not talking of the correct value of the density for a certain
material, but I'm talking about how to find a way to use density for
approximatig sss. Constant density doesn't give very good results for
certain material near the contour.

> You can use any function or pattern as the media density; working out
> the function itself is probably impossible if you are using meshes.

Yes, meshes are a limit. And functions or patterns works well for simple
objects, but not for complicated objects, CSGs, blobs, etc. And I say more:
isosurfaced can be used... The generating function can be used for
extracting the formula of the density for many and many surfaces...

But we always come to the same point... Why not to develop a simpler method
for approximating sss using media? Mine is only an idea and I dont know if
I'll be able to complete it or if it works at all. It has many limits at
the moment, because only a few persons have helped me in these groups. I've
obtained very good results at the moment and I hope to release the sources
one day. On the other side we could simulate sss or bssrdf, but it's not
the case... As Christoph said, we have the powerful of medias that can
approximate sss effects. But aren't media a bit complicated to model?

Certainly the code of Sarah Tariq should be better... But we haven't it! :-/

A.


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