POV-Ray : Newsgroups : povray.binaries.images : Another SSS technique (28k jpg) : Re: Another SSS technique (28k jpg) Server Time
1 Aug 2024 10:16:14 EDT (-0400)
  Re: Another SSS technique (28k jpg)  
From: Blue Herring
Date: 8 Aug 2008 11:01:54
Message: <489c5fe2@news.povray.org>
stbenge 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~

Really neat!  I've been banging my head on this a lot lately and 
achieved only mediocre results with high render times to boot.  It would 
great to hear how you did it, or see some code, if you feel like giving 
an explanation a shot.

-- 
-The Mildly Infamous Blue Herring


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.