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> Just follow up the thread. I gave a clear description.
> The problem is i am looking for a good method to simulate this "foggy milk
> glass effect" without adding too much complexity. Maybe it is not possible
> but as long there are specialists I can ask them, right?
> I don't have a specific problem like artefacts or error messages or
> whatever. I'm just looking for solutions.
>
> Thanks and regards,
> SY
You know.. Isn't it funny when a week after having the idea of subsurface scattering
simulation shot down as not needed because you can use media someone comes
along with a problem that can't be solved without 'serious' problems using only media.
This is exactly the kind of situation that I was talking about on that thread, though
I
can't seem to remember which one... lol It has been brought up on quite a few
occations. Earliest I could find was Aug 31 2001, but my mail reader won't pull, it up
and the http site doesn't give message headers... :p) No one has tried to do it yet as
far as I know and unfortunately I have trouble wrapping my mind around the other
math used in raytracing, so a patch for it is beyond me. :p
It would however probably do exactly what you need.
The paper on it is at http://www-graphics.stanford.edu/~henrik/papers/bssrdf/
This being probably the 30th time someone has posted it. ;) lol
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