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I am trying to use Fast SSS 2 from Stbenge macro but can't manage to get an
ordinary finish with it. any specularity seems to cover up the effect. Here is
what I tried By directly modifying example files from around here (I modified
Object 2):
/*
*/
//#include"shapes.inc"
//#include"shapes2.inc"
//#include"functions.inc"
//#include"math.inc"
#include"transforms.inc"
//#include"my_materials.inc"
#declare R=seed(005);
#declare global_illumination = on;
global_settings{
#if(global_illumination=1)
radiosity{
//count 200 error_bound .1
//count 9 error_bound .05
//count 15 error_bound .002
//count 30 error_bound .002
count 90 error_bound .005
//count 150 error_bound .002
//count 130 error_bound .15
//count 90 error_bound .2
//count 256 error_bound .0125
//count 309 error_bound .101
//count 150 error_bound .05
//count 900 error_bound .05
//count 1600 error_bound .1
//count 1600 error_bound .01
//error_bound .05 count 1600/8
//pretrace_start .08 pretrace_end .01
//minimum_reuse .01
nearest_count 1
recursion_limit 1
normal on
brightness 1
gray_threshold 0
adc_bailout 0.1
}
#end
//assumed_gamma 2.2
//assumed_gamma 1
//photons{spacing .005 jitter 1}//jitter 0 radius 1}
photons{count 10000 jitter 0}
max_trace_level 30
noise_generator 3
}
#default{ finish{ambient 0 }}//normal{bumps .5 scale .0001}}
//#default{ finish{ambient 1 diffuse 0 } }//normal{bumps .5 scale .001}}
#declare cpos=<0,-9,-30>;
camera{
//fisheye
//right x*4/3 up y*1
//orthographic
//right x up y
//right x*0.7 up y*0.7
location<0,10,-20>*1.2
look_at 0
angle 10
//aperture 5 focal_point -z*4 blur_samples 100 variance 0
//sky<-.3,1,0>
}
//#version unofficial megapov 1.21;
/*
#declare illusion_angle = 40;
#declare illusion_image = "sky_maker3.tga"
#declare illusion_location = <0,-9,-30>;
#declare illusion_look_at = y/1.5;
#declare illusion_right=x;
#declare illusion_up=y;
#include "illusion.inc" #declare txtr=2;
#declare illusion_texture=
texture{
pigment{illusion}
finish{ambient 1 diffuse 0}
}
sphere{0,1000
texture{illusion_texture}
no_shadow
}
*/
//#include"edge_pigment.inc" #declare txtr=1;
#declare res = 5;
#declare lpos = <.5,1,-.5>*10;
#declare lcol = 1.25;
#declare earthy = <.75,.65,.5>;
#declare wooden = <.75,.5,.25>;
#declare air = <.05 .25 .5>;
#declare plant= <.4 .75 .4>;
//fog{rgb(air*4+lcol)/8 distance 1000 fog_type 2 fog_alt 150 fog_offset 0}
// 1209 1166
// 604 583
#declare area_illuminate = on;
light_source{lpos*100000,lcol }//area_light x*15000,z*15000,res,res jitter
adaptive 1 }
//light_source{lpos*100000,lcol }//area_light x*250000,z*250000,res,res jitter
adaptive 1 area_illumination area_illuminate}
//light_source{<-1,.5,.5>*100000,(air+lcol/2) }//area_light
x*245000,z*245000,res,res jitter adaptive 2 area_illumination area_illuminate}
//light_source{lpos*100000,lcol area_light x*150000,y*150000,res,res jitter
adaptive 2 area_illumination area_illuminate}
//light_source{<0,1,0>*100000,.5 }//area_light x*250000,z*250000,res,res jitter
adaptive 2 area_illumination area_illuminate}
//light_source{<1,1,0>*100000,lcol/3 area_light x*150000,z*150000,res,res jitter
adaptive 2 area_illumination area_illuminate}
//light_source{<0,0,0>,<1,.8,.5> fade_power 2 fade_distance 15 area_light
x*1,y*1,res,res jitter adaptive 2 area_illumination area_illuminate}
//fog{rgb (air+lcol) distance 700 fog_type 2 fog_alt 10 fog_offset 0}
sky_sphere{
pigment{
spherical scale 2 translate y
//warp{turbulence .05 lambda 2.75}
Point_At_Trans(lpos)
poly_wave 1
//cubic_wave
pigment_map{
//[0 rgb earthy -.3]
[0 rgb 0]
[.5 rgb air]
/*[.75
granite scale 3.5 //turbulence .03 lambda 4
color_map{
[0 rgb air]
[1 rgb 1]
}
]
*/
//[.7 rgb(air+lcol)/2]
[1 rgb lcol]
}
}
}
#declare obj1=
merge{
cylinder{-x,x,.3}
cylinder{-y,y,.2}
cylinder{-y,y*.8,.2 translate -z*.3}
cylinder{-y,y*.8,.2 translate z*.3}
cylinder{-z,z,.3}
box{-.5,.5}
torus{1,.125}
rotate y*35 rotate-x*12
translate x*-1.2
}
#declare obj2 = object{obj1 translate x*2.4}
#include"fast_prox.inc"
#declare p1=
pigment{
fastSSS2(obj1,lpos,min_extent(obj1)-0.5,max_extent(obj1)+0.5,<5,5,5>,2,20)
cubic_wave
}
#declare p2=
pigment{
fastSSS2(obj2,lpos,min_extent(obj2)-0.5,max_extent(obj2)+0.5,<5,5,5>,2,20)
cubic_wave
}
//****** subsurface scattering (SSS) grey textured object (on the left of the
picture) - texture shows where light passes through object (white = lots of
light passes through, black = no light passes through)
object{obj1
pigment{p1 }
finish{ambient 1 diffuse 0}
//pigment{rgb 1}
}
//****** SSS plastic textured object (on the right of the picture) - the lighter
areas are more transmittant looking
object{obj2
pigment{p2 colour_map{
[0 rgb <0.63, 0.25, 0.15>*0.1 ]
[1 rgb <0.63, 0.25, 0.15> ]
}
}
finish {
diffuse 0.1
ambient 0.7
phong 0.35
phong_size 1
brilliance 4
specular 0.1
roughness 0.01
}
//pigment {colour rgb <0.5,0.6,0.4>}
//pigment{rgb 1}
}
/*
#declare fp=function{pigment{p}}
isosurface{
function{
fp(x,y,z).grey-.5
}
accuracy .01
max_gradient 8
contained_by{box{-1.25,1.25}}
pigment{rgb 1}
rotate y*35
}
*/
//sphere{0,(Max.x-Min.x)/2 pigment{rgbt .5}}
/*
union{
#declare V=0;
#while(V<=1)
sphere{<Min.x+V*(Max.x-Min.x),0,0>,.1}
sphere{<0,Min.y+V*(Max.y-Min.y),0>,.1}
sphere{<0,0,Min.z+V*(Max.z-Min.z)>,.1}
#declare V=V+incre;
#end
pigment{rgb .5}
}
*/
//box{Min,Max pigment{rgbt .5}}
//#include"edge_pigment.inc" //edge_pigment(obj, rad,jitter,quality)
//#include"stbHexPatterns.inc"
//#declare g=(1+sqrt(5))/2; // the golden ratio
//#include"luminous bloom/circular.inc"
//#include"edge_pigment.inc"
//#include"chamfered_shapes1.inc"
/*
#declare V=0;
#while(V<1)
#declare V=V+1/10;
#end
*/
Any idea on how to integrate that macro in a custom material?
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