POV-Ray : Newsgroups : povray.binaries.images : Subsurface Scattering, 2nd image (43kb jpeg) Server Time
12 Aug 2024 05:31:06 EDT (-0400)
  Subsurface Scattering, 2nd image (43kb jpeg) (Message 11 to 19 of 19)  
<<< Previous 10 Messages Goto Initial 10 Messages
From:  Light Beam 
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 11:27:49
Message: <3fc4d485$1@news.povray.org>
Samuel Benge wrote:
> I don't plan on keeping it a secret for too much longer.....

When :-))) ?


Post a reply to this message

From: Shay
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 11:30:30
Message: <3fc4d526@news.povray.org>
"Samuel Benge" <sbe### [at] hotmailcom> wrote in message
news:3FC### [at] hotmailcom...
| I don't plan on keeping it a secret for too much longer

Are you using scaled copies of the object in relation to the light
source in order to build some type of illumination map?

Very nice effect.

-Shay


Post a reply to this message

From: Norbert Kern
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 12:00:01
Message: <web.3fc4db83e15d54f0b4c392b30@news.povray.org>
ok,

my second guess is a mixture of aoi (if accurate) and proximity pattern


Norbert.




Samuel Benge wrote:
>Here's another test image for the subsurface scattering sim I'm
>developing in POV 3.5. Does the object look transparent? It's not.
>
>No aa on this one, because it's getting late.
>
>--
>Samuel Benge
>
>stb### [at] hotmailcom
>See my website@: http://www.goldrush.com/~abenge/Top/index.html
>


Post a reply to this message

From: Samuel Benge
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 12:19:46
Message: <3FC4E0B1.7000400@hotmail.com>
Your first guess was much closer, except I didn't use mlPOV... although 
I believe it could be used to produce a similar result by using a 
slightly different method.

Your proximity pattern guess is close as well.

Norbert Kern wrote:

> ok,
> 
> my second guess is a mixture of aoi (if accurate) and proximity pattern
> 
> 
> Norbert.


-- 
Samuel Benge

stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html


Post a reply to this message

From: Samuel Benge
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 12:24:39
Message: <3FC4E1D4.60700@hotmail.com>
Shay wrote:

> Are you using scaled copies of the object in relation to the light
> source in order to build some type of illumination map?


I thought somebody might guess that, but it isn't the case. Such a 
design would be kind of hard to implement because the scaling direction 
might be hard to align with the direction of the light_source.

While the surface is taken into account, it is only used as a reference, 
and not as an illumination map.

 
> Very nice effect.
> 
> -Shay
> 
> 
> 


-- 
Samuel Benge

stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html


Post a reply to this message

From: Norbert Kern
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 13:25:01
Message: <web.3fc4efb9e15d54f03a02ccab0@news.povray.org>
my third guess:

two pass render:
1. blurred b/w image
2. first render used as image_pattern for a texture with high ambient values
according to brighter parts of the first render and ambient zero for
shadowed parts.
That should explain some artefacts.


Norbert



Samuel Benge wrote:
>Your first guess was much closer, except I didn't use mlPOV... although
>I believe it could be used to produce a similar result by using a
>slightly different method.
>
>Your proximity pattern guess is close as well.
>
>Norbert Kern wrote:
>
>> ok,
>>
>> my second guess is a mixture of aoi (if accurate) and proximity pattern
>>
>>
>> Norbert.
>
>
>Samuel Benge
>
>stb### [at] hotmailcom
>See my website@: http://www.goldrush.com/~abenge/Top/index.html
>


Post a reply to this message

From: Samuel Benge
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 14:36:56
Message: <3FC500D6.6090500@hotmail.com>
Good guess, but Christoph Hormann has guessed correctly. See the 
original Tuesday Mystery thread.

Norbert Kern wrote:

> my third guess:
> 
> two pass render:
> 1. blurred b/w image
> 2. first render used as image_pattern for a texture with high ambient values
> according to brighter parts of the first render and ambient zero for
> shadowed parts.
> That should explain some artefacts.
> 
> 
> Norbert


-- 
Samuel Benge

stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html


Post a reply to this message

From: Bill Hails
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 18:25:47
Message: <3fc5367b@news.povray.org>
Samuel Benge wrote:

> Here's another test image for the subsurface scattering sim I'm
> developing in POV 3.5. Does the object look transparent? It's not.
> 
> No aa on this one, because it's getting late.
> 

That's gorgeous!

please don't wait too long to post the source.

-- 
Bill Hails


Post a reply to this message

From: leseur sylvain
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 27 Nov 2003 02:13:58
Message: <3fc5a436$1@news.povray.org>
There is a long time i try to do a thing like that.....
Bravo
Friendly
Sylvain








news:3FC### [at] hotmailcom...
> Here's another test image for the subsurface scattering sim I'm
> developing in POV 3.5. Does the object look transparent? It's not.
>
> No aa on this one, because it's getting late.
>
> -- 
> Samuel Benge
>
> stb### [at] hotmailcom
> See my website@: http://www.goldrush.com/~abenge/Top/index.html
>


----------------------------------------------------------------------------
----


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.