POV-Ray : Newsgroups : povray.newusers : stbenge Fastprox fast SSS : Re: stbenge Fastprox fast SSS Server Time
6 Oct 2024 01:37:46 EDT (-0400)
  Re: stbenge Fastprox fast SSS  
From: Mr
Date: 25 Aug 2009 18:25:00
Message: <web.4a9462586629da5ee0503b6a0@news.povray.org>
stbenge <not### [at] hotmailcom> wrote:
> stbenge wrote:
> > Mr wrote:
> >> 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's a simpler version:
>
> object{obj
>   texture{
>    pigment{
>
> fastSSS2(obj,lpos*100000,min_extent(obj)-0.5,max_extent(obj)+0.5,<1,1,1>*8,3,20)
>     colour_map{[0 rgb 0][1 rgb<1,.25,.5>]}
>    }
>    finish{phong 1 phong_size 200 reflection{.002,1 falloff 2} ambient .5
> diffuse 0}
>   }
> }
>
> I hope that indentation turns out all right.
>
> Sam


Thanks a lot for your support. Before I dive straight into editing my shader in
PovWin, I also would like to ask if you think there may be a solution to this:

The exporter I'm using (Bend2pov) doesn't allow me to call
for the object that is declared automatically. I can append texture blocks to it
or anything inside the object block or even in the globals I can declare stuff.
But the real object, a blender model, (So there's no point in completely
writing it down as a mesh2 myself...) That object, said I, to which I want to
apply the macro can't be called inside any of these blocks as if it was written
after the call is parsed. I tried declaring a dummy object with the same name,
but it doesn't get overridden by anything automatically generated maybe the
#local directive can be used for something like that? Or Is Even this call to
obj really necessary? Any clue can help as I'm a PovNoob


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