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I asked once about rendering translucency with pov or at least
simulating it.
I got some replies, among which was "try writing a shader" - I was
dreading that.
Well, I finally got up the nerve - and you know, it was kinda fun!
(regardless of the outcome). Here is the result of my first whack at it,
applied to some leaves. The approach is heuristic and not very robust.
The shader in its present state would probably get me banned from CG
circles for committing such atrocities to code.
Anyway, there are two views; one with, and one without translucency.
Light source is roughly 80 degrees to the left of the direction of view.
Abe
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Attachments:
Download 'leaftest1.jpg' (74 KB)
Download 'leaftest2.jpg' (66 KB)
Preview of image 'leaftest1.jpg'
![leaftest1.jpg](/povray.binaries.images/attachment/%3C3B4B985D.7B4E526C%40taconic.net%3E/leaftest1.jpg?preview=1)
Preview of image 'leaftest2.jpg'
![leaftest2.jpg](/povray.binaries.images/attachment/%3C3B4B985D.7B4E526C%40taconic.net%3E/leaftest2.jpg?preview=1)
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Very good looks quite 'real' - until you look for detail that is.
- Nekar
--
/* Nekar Xenos */#local N=<-20,40,100>;#local K=<20,-40,100>;#local R=seed(0);
blob{#while((K-N).x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local N=(
vlength(N-K)<vlength(X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N
,1,1 scale.02}sphere{<-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1
scale.01 }#end pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}
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I'm wondering if I could get a copy of the shader you used for this test
scene? I've never used one myself, but they intrest me, and this looks
simular to something I wanted to try to do for a scene..
"Abe" <bul### [at] taconic net> wrote in message
news:3B4B985D.7B4E526C@taconic.net...
> I asked once about rendering translucency with pov or at least
> simulating it.
> I got some replies, among which was "try writing a shader" - I was
> dreading that.
>
> Well, I finally got up the nerve - and you know, it was kinda fun!
> (regardless of the outcome). Here is the result of my first whack at it,
> applied to some leaves. The approach is heuristic and not very robust.
> The shader in its present state would probably get me banned from CG
> circles for committing such atrocities to code.
>
> Anyway, there are two views; one with, and one without translucency.
> Light source is roughly 80 degrees to the left of the direction of view.
Post a reply to this message
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