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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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