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On 10/08/12 02:13, Ive wrote:
> well, the cue tip mesh needs obviously a bit of subdivision.
Yep...
> To be more picky I do not buy the highlights, especially the
> yellowish corona around them.
Yes, I forgot to change the light color to match the one on the HDRI
background.
> And the furry look of the pool surface seems with its circular
> patterns to much like an old fashioned POV-Ray procedural texture.
I really don't see these, but my vision isn't what it used to be...
they must come from the heavy turbulence applied to the image map (I
used a "re-colored" picture of a furry fabric from mayang.com).
> But the rack and the ball scratches are just excellent and SSS is
> also perfect.
Well, I must admit that I cheated a bit and helped the effect by
manipulating the ball image maps, using blur around the edges... ;)
> Strange thing, (and no offense to clipka) but after some experiments
> with SSLT I also do still prefer POV-Ray's good old media feature
> for subsurface scattering effects.
My former tests with uniform pigments worked fine, just seemed as slow
as media, and only a bit easier to setup... but here, with image maps,
it did not work at all, showing bright pixel artifacts with unexpected
colors. Then I remembered clipka mentioning this problem some time ago,
so I switched to classic media.. which was easy in the end, as it worked
fine with my first try:
media{
scattering{1,1}
absorption 1
}
combined with "transmit all .33" on the image maps. It sometimes
throws some bright pixel artifacts here and there, but on this shot I
was lucky...
--
Jaime
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