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3f144f57@news.povray.org...
> Do you have any sample-code of this? I'm struggling for this at the
moment,
> and rather working in the dark.
Try the code below. Left sphere is with subsurface scattering.
Note that it shows one problem I had with the ISS image when I used this on
the kid's arm, which is that the dark (densest) parts tend to be quite black
and do not react to radiosity. The only solution I found is by using
emission, which caused other problems and then I ran out of testing time.
It's also a problem with clouds, but it can be camouflaged by fog... I guess
that until we get real blurred transluscency there's no permanent
solution... unless I missed something obvious that is.
global_settings{
assumed_gamma 1
radiosity{media on}
}
camera {
location <0,1,-4>
direction z
right x*image_width/image_height
look_at y
}
sphere{0,1
texture{
pigment{rgbf <1,0.6,0.2,1>}
finish{ambient 0 diffuse 1 specular 0.2 roughness 1/200 }
}
hollow
interior{
media{
scattering {1 rgb 4}
}
}
translate y
translate -x*1.1
}
sphere{0,1
texture{
pigment{rgb <1,0.6,0.2>}
finish{ambient 0 diffuse 1 specular 0.2 roughness 1/200}
}
translate y
translate x*1.1
}
plane{y,0 texture{pigment{rgb 1} finish{ambient 0 diffuse 1}}}
light_source {0 color rgb 1 translate <-1,1,1>*1000}
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