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PM 2Ring wrote:
> [...]
>
> Ok, here's a few ideas off the top of my head. Try using a scattering
> media, with a reflective layer below it. I think that will eliminate the
> need for most of your spheres. I don't use media much at 566MHz, so you'll
> have to ask the media experts about the fine art of subsurface scattering.
>
> Vary brilliance: try .5-10, but really high values can give interesting
> effects, too. Try using both phong and specular. Phong for the general
> 'glow' of the pearl and specular for the actual highlight spot. Just keep
> the total of phong+specular less than one. Even try using a non-zero
> ambient. It should be ok here, even if you are using radiosity, since
> pearls always seem to have a bit of a glow about them.
>
> I think pearl has a fairly high IOR, but I can't seem to find a value for
> it... I guess it's pretty hard to measure properly with all those layers.
>
> Good luck, Bill!
Thanks for the suggestions. I did try Media after posting, but didn't
think to put a reflective surface behind it. Using phong + specular < 1
is a new one on me, I usually just use specular and roughness.
The other problem I've hit is that when switching to a hdri light probe,
the texture looks *completely* different, probably because the resemblance
to a perl was only coincidental in the first place :-)
Onward and upward.
--
Bill Hails
http://billhails.net/
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