POV-Ray : Newsgroups : povray.beta-test : Subsurface scattering : Re: Subsurface scattering Server Time
19 Apr 2024 20:08:22 EDT (-0400)
  Re: Subsurface scattering  
From: Mike Horvath
Date: 5 Feb 2018 07:56:30
Message: <5a78547e@news.povray.org>
On 2/5/2018 6:16 AM, William F Pokorny wrote:
> On 02/05/2018 04:20 AM, Mike Horvath wrote:
>> I tried an old scene that worked properly in uberpov, but I see no 
>> effect in 3.7.0 or 3.8.0 alpha.
>>
>> Here are my global_settings:
>>
>>
>> global_settings
>> {
>>      assumed_gamma    1
>>      #if (Use_Radiosity = 1)
>>          radiosity
>>          {
>>              pretrace_start    0.1
>>              pretrace_end    0.001
>>              recursion_limit    2
>>              count            3
>>              nearest_count    20,10
>>              always_sample    off
>>              maximum_reuse    0.1
>>              minimum_reuse    0.001
>> //            no_cache
>>          }
>>      #end
>>      ambient_light    0
>> //    mm_per_unit        0.4
>>      mm_per_unit        1/4000
>>      adc_bailout        0.001
>>      max_trace_level    8
>>      subsurface
>>      {
>>          samples 5, 5
>>          radiosity true
>>      }
>> }
>>
>>
>> Here is my finish:
>>
>>      #declare lg_solid_finish = finish
>>      {
>>          ambient    0
>>          #if (lg_quality >= 2)
>>              diffuse albedo    0.9
>>              specular albedo    PlasticSpecularity
>>              roughness PlasticRoughness
>>              fresnel on
>>              reflection
>>              {
>>                  PlasticSpecularity
>> //                roughness PlasticRoughness
>>                  fresnel on
>>              }
>>          #end
>>          conserve_energy
>>      }
>>
>>
>> Are there additional settings I am missing?
>>
>>
>> Mike
> 
> You need a subsurface {} block in your finish {} block in addition too 
> the one in global_settings {}.
> 
> Remember there are almost always example scenes for features. A 
> subsurface.pov sample scene ships with POV-Ray. It can also be found 
> online at:
> 
> https://github.com/POV-Ray/povray/tree/master/distribution/scenes/subsurface 
> 
> 
> Bill P.


Thanks!!

For LEGO, should I just reuse the surface color for the transparency? Or 
something else, like white or black?


Mike


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