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Trevor G Quayle wrote:
> Looking pretty good. Sand can be a difficult thing to simulate. God idea
> trying some SSS with it.
>
> A few things you can try too.
> -as stated before, maybe don't use a uniform colour, but have a patterned
> varition as real sand tends to be
Very good idea.
> -maybe try different normal types: instead of granite or bumps,
Take a peek at the code I posted farther up in the thread. Normals
aren't really helpful here, because the surface is transparent. :-(
Early on I tried normals on the solid surface *below* the SSS, but that
made the patterns only visible on the dark side of the sand dunes, which
is why my first screenshots were all backlit. :-)
Oddly enough, crand *does* work on a transparent surface. I'm still on
the fence whether that's a good long-term solution.
> You may need good AA though
> to get nice results.
Heh, you have no idea how I abuse AA. :-) I've posted images here before
with textures that look gorgeous under 0.1 AA, but which look like vomit
on the screen without AA. ;-)
- --
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
You know you've been raytracing too long when you have to buy a new
computer to do your homework on because the other 5 are still rendering
that cool finale of "Godzilla meets the Julia monster ... with
volumetric lights".
00 AmaltheaJ5
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