POV-Ray : Newsgroups : povray.binaries.images : Irid vs SubSurface : Re: Irid vs SubSurface Server Time
4 May 2024 15:46:45 EDT (-0400)
  Re: Irid vs SubSurface  
From: Simon J  Cambridge
Date: 1 May 2016 06:55:00
Message: <web.5725df23c86b25c77a058c500@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 30.04.2016 um 18:20 schrieb Simon J. Cambridge:
>
> > I have tried with SSLT, I really have, but it never seems to give me what I am
> > after, which was why I went physically nonsensical. Skin ends up looking like
> > wax, or artifacts get generated (on meshes - light patches on vertexes).
>
> I know the artifacts you are referring to, and haven't found the time
> and ideas to battle them yet; they should diminish if you subdivide your
> mesh more rigorously though.
>
> If you get a waxy look, you're overdoing it.
>
> Also, in real life the SSLT effect is different for different portions
> of the body; however, currently POV-Ray does no yet provide any means to
> simulate this, except for averaging an SSLT- and a non-SSLT texture (or
> multiple SSLT textures with different settings), which does not do full
> justice to the real effect.

Just to say thank you for your advice. I went back, bit the bullet, threw
everything out the window and ... found three things.

The artifacts do indeed get better if you subdivide, but, and it is a big but,
the situation is vastly improved if you go assumed_gamma 1.0. You also get a
speed improvement. I had left gamma at 2.2 (my default - when ever I create a
new scene I cut and paste the environment - a possibly very bad habit). I hadn't
any idea gamma would make such a drastic difference. Ignorance, in this case, is
not bliss.

Oh, and my comment on using a colour component for Irid was meant in terms of
overriding the wavelength set in global settings for individual textures. It was
just a thought.


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