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Jaime Vives Piqueres wrote:
> Really nice. Only the problem about that solid aspect... can't you apply
> some kind of faked subsurface scattering? I think it's the only detail
> missing: perfect for the rest!
Thankyou...
believe it or not, the whole thing began when I wanted to play with the
"subscattering"
code others had posted:
#declare m_red_grape = material {
#declare Color= rgb <.50,.15,.11>;
#declare factor= 1.25;
texture { //create veining
pigment { radial frequency 80 turbulence .25
color_map {
[0.00 rgb Color/1 ]
[0.07 rgb Color/1 ]
[0.08 rgb Clear ]
[0.92 rgb Clear ]
[0.93 rgb Color/1 ]
[1.00 rgb Color/1 ]
}
}
finish { specular .05
diffuse .7
roughness .02
reflection 0
}
}
texture { //create darkening toward the end of grape
pigment { gradient y scale 14
color_map {
[0.0 rgb <.30,.1,.85>*Color transmit .10 ]
[1.0 rgb <.30,.2,.65>*Color transmit .70 ]
}
translate y*7
}
finish { specular .05
diffuse .7
roughness .02
reflection 0
}
}
texture { //bloom on skin of grape
pigment { dents scale 1.5 rotate 10 pigment_map {
[ 0 rgb Clear ]
[ .10 rgb Clear ]
[ .49 LightBlue transmit .97 ]
[ .51 LightBlue transmit .97 ]
[ .90 rgb Clear ][ 1 rgb Clear ] } }
finish { specular .05
diffuse .7
roughness .2
reflection 0
}
}
texture { //bloom on skin of grape
pigment { dents scale 1 pigment_map {
[ 0 rgb Clear ]
[ .10 rgb Clear ]
[ .49 LightBlue transmit .97 ]
[ .51 LightBlue transmit .97 ]
[ .90 rgb Clear ][ 1 rgb Clear ] } }
finish { specular .05
diffuse .7
roughness .2
reflection 0
}
}
texture { //bloom on skin
pigment { dents scale .5 pigment_map {
[ 0 rgb Clear ]
[ .10 rgb Clear ]
[ .5 LightBlue transmit .99 ]
[ .90 rgb Clear ][ 1 rgb Clear ] } }
finish { specular .05
diffuse .7
roughness .2
reflection 0
}
}
interior {
media {
//scattering { 1, (1-Color)*factor extinction
1/factor }
scattering { 1, Color*factor extinction 1/factor }
absorption rgb (1-Color)*factor
emission Color*factor
intervals 1
samples 5
method 3
}
}
}
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