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On Mon, 8 Oct 2007 10:43:35 EDT, "Bill Pragnell" <bil### [at] hotmailcom> wrote:
>Well, it wasn't that easy to be honest. I took the DAZ model, posed it and
>exported it as a .obj file. Then I opened it in Blender, plugged any holes
>(mainly in the face), shrank it very slightly along its normals, then saved
>it as a separate .obj file. Now I have two copies of the mesh, one very
>slightly smaller than the other.
>
>Next, I converted them to POV-Ray using PoseRay, and put them together as a
>union. The inner mesh was textured a dark blue, and the outer mesh was made
>transparent and filled with emitting media. In this way, you get a thin
>shell over the mesh surface that is brighter at grazing angles because of
>the additional viewing ray length, giving a glowing outline effect.
>
>If desired, the inner mesh can be differenced from the outer mesh, then the
>ghost will be fully transparent. Making the mesh fully closed is important,
>otherwise holes will show up as saturated by the media colour. It's also
>important to scale the mesh along its normals - using scale in POV-Ray will
>not work.
>
>The hair was imported into POV-Ray as a separate mesh and completely filled
>with the same media.
>
>(there may be a simpler way to do this with clever pigments, but I'm not
>sure...)
>
Wow, I thought you were just using the slope pattern.
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