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Reactor wrote:
>> So, could this be done? To have an object with media shadow itself
>> (affecting the double_illuminate diffuse), and for there to be a
>> force_shadow keyword for media so that a shadowless object's media can
>> still cast a shadow?
>>
>> Sam
>
> I've read this a few times, and I am not sure I fully understand. What it
> sounds like you are describing is scattering media. What is the difference
> between what you are describing and scattering media?
Using what I am proposing, the surfaces would not be transparent. Say
you had a plastic butter knife model. Using scattering media the usual
way, the blade edge would be transparent. This is good for some things,
but not others. In real life, objects have imperfections within and
without which help to (truly) scatter passing light, thus blurring an
image viewed through such a substance. In POV we can only blur the light
by using a surface normal on the object. It would be impractical to
actually blur light passing through an object, as this would render very
slowly. Therefore, it would be nice to simply keep the object opaque
while still achieving a SSS effect. (the effect would be much like my
recently-posted SSS code)
The features I propose would render faster than scattering media. I can
post examples and code if somebody is actually interested in
implementing it, and wants to understand how it should work.
> I have used scattering and absorbing medias for SSS before. What types of
> artifacts are you getting? Can you post the related code?
Right near the side of the head near the eyelid, you can see straight
through to the eye! I could use really high scattering and absorption
settings, but new problems then arise. I could add a surface normal to
the head, which would be somewhat more realistic, but the render times
would skyrocket.
The code is too large to post, as it contains a mesh.
> FYI, there is a forum for discussion of POV-ray 4, which is where most feature
> requests are.
Why is the 3.x version still being updated, if not for improvement :)
Sam
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