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Patrick Elliott wrote:
>
> Speaking of reality.. There is 'the right way' and there is the
> 'practical way'. Sometimes it simply isn't practical to do things the
> 'right' way. A good example would be using an organic model design by
> someone else. There is no 'practical' way to make sure that the model is
> solid, especially if you used it for animation, where each frame runs the
> risk of added unexpected holes in the object. Media cannot function with
> such uncertainty to produce subsurface scattering. [...]
What makes you think that a dedicated subsurface scattering feature
(which in any case is an approximation of scattering media simulation)
would lead to good results where media does not?
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 06 Jul. 2004 _____./\/^>_*_<^\/\.______
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