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Neat effect!
It is an extension of your SSS technique or a new one?
;-)
Paolo
>stbenge on date 08/08/2008 05:39 wrote:
> Hello everybody,
>
> Once again, I'm trying my hand at generating a better subsurface
> scattering technique. "Better" in this case means faster render times
> and smoother results.
>
> The attached image parsed in 5 seconds and rendered in 11 seconds, for a
> total of 16 seconds render time! It was rendered with four cores, but
> the parsing used only one. (it would be nice if POV used more than one
> core for parsing)
>
> For this image the effect was applied to the pigment, and an ambient
> value was applied to the finish.
>
> The object is a mesh created in LightWave. I used "povlogo.ttf" as a base.
>
> The SSS can use any object type you can trace() a ray at. Parse times
> can get pretty high, and odd artifacts sometimes occur. Flat-sided
> objects look better than rounded ones. Higher samples mean less "light"
> penetration, and longer parse/render times. (this is opposite from other
> SSS techs I've tried in the past)
>
> This technique is based on a proximity (edge-finding) pattern I've been
> developing. If you really want, I can go into the gory details about how
> it works, but I might have a hard time explaining it...
>
> Questions and/or comments are always welcome~
>
> Sam
>
> ------------------------------------------------------------------------
>
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