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I don't plan on keeping it a secret for too much longer..... turns out
it does work with close light_sources by the way.
It actually might work better in mlPOV, but might be slower..... It
would most likely be more accurate with mlPOV.
Mael wrote:
>>Excellent !
>>Will be in the next megapov ? or mlPOV ? (Pleaaaaase !)
>>
>
> Samuel Benge has done it with pov 3.5 so you could do it right now ...
> (well, if you manage to find the trick :)
>
> M
>
>
>
--
Samuel Benge
stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html
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Samuel Benge wrote:
> I don't plan on keeping it a secret for too much longer.....
When :-))) ?
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From: Shay
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 11:30:30
Message: <3fc4d526@news.povray.org>
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"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
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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
>
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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
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From: Samuel Benge
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 12:24:39
Message: <3FC4E1D4.60700@hotmail.com>
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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
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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
>
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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
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From: Bill Hails
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 26 Nov 2003 18:25:47
Message: <3fc5367b@news.povray.org>
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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
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From: leseur sylvain
Subject: Re: Subsurface Scattering, 2nd image (43kb jpeg)
Date: 27 Nov 2003 02:13:58
Message: <3fc5a436$1@news.povray.org>
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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
>
----------------------------------------------------------------------------
----
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