POV-Ray : Newsgroups : povray.binaries.images : Faking BSSRDF with BRDF... [7.45kbu] Server Time
17 Aug 2024 16:19:04 EDT (-0400)
  Faking BSSRDF with BRDF... [7.45kbu] (Message 4 to 13 of 13)  
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From: Mahalis
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 15:34:34
Message: <3bc5f44a@news.povray.org>
Maybe.. But judging from your description of the techniques involved, it
won't be that simple to implement.

"Tony[B]" <ben### [at] catholicorg> wrote in message
news:3bc5eecb@news.povray.org...
> I don't see why it couldn't be planned for 4.0. Or perhaps when perfect
> RenderMan shader support is built into the official release we could code
> something like the Final Fantasy movie people did.
>
>


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From: Elias Pschernig
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 16:23:09
Message: <3bc5ffad@news.povray.org>
> Brazil's subsurface scattering really has me drooling. I wish POV could do
> that. Tell me someone has plans to extend POV to do BSSRDF... please! My
> current method using scattering media involves wild guessing and random
> strokes of luck at best. This is not something that will work consistently
> or predictably. It took me many hours and dozens of tests to get this. Model
> of the candle and the wick done in sPatch, rendered using POV 3.5b6, with
> radiosity and 1 area_light in 1h 24m 6s. Please let me know what you think.
> Enjoy.

What is causing the brightness around the bottom of the candle?

-- 
#macro C(X,Y)cylinder{X*x<X,0,-Y/2>.1}#end#macro U(R,X,Y)intersection{torus{.9
.1}box{-1 0rotate y*R*90}translate<X,0,Y>scale 1-z*.5}#end union{U(0,0,0)U(1,0
,0)U(2,-1,-1)U(1,1,0)U(1,1.5,-3)U(1,2,0)U(3,1,0)U(2,2,0)U(0,3,0)U(3,2,.5)C(.1,
2)C(.8,1)C(.8,-1)C(1.1,1)C(1.9,-1)pigment{rgb 10}rotate x*90translate<-1,0,4>}


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From: JRG
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 16:27:09
Message: <3bc6009d@news.povray.org>
To me, Pov scattering makes its work quite well. Inspired by your scene I'm
rendering my own try ATM. I'm gonna post it when it's ready.

--
Jonathan.
"Tony[B]" <ben### [at] catholicorg> ha scritto nel messaggio
news:3bc5e71d@news.povray.org...
> Brazil's subsurface scattering really has me drooling. I wish POV could do
> that. Tell me someone has plans to extend POV to do BSSRDF... please! My
> current method using scattering media involves wild guessing and random
> strokes of luck at best. This is not something that will work consistently
> or predictably. It took me many hours and dozens of tests to get this.
Model
> of the candle and the wick done in sPatch, rendered using POV 3.5b6, with
> radiosity and 1 area_light in 1h 24m 6s. Please let me know what you
think.
> Enjoy.
>
>
>


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From: Simon
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 18:55:17
Message: <3bc62355@news.povray.org>
> Brazil's subsurface scattering really has me drooling. I wish POV could do
> that. Tell me someone has plans to extend POV to do BSSRDF... please! My
> current method using scattering media involves wild guessing and random
> strokes of luck at best. This is not something that will work consistently
> or predictably. It took me many hours and dozens of tests to get this.
Model
> of the candle and the wick done in sPatch, rendered using POV 3.5b6, with
> radiosity and 1 area_light in 1h 24m 6s. Please let me know what you
think.
> Enjoy.
>
>
Wouldn't it be possible to do that with double_illuminate, no shadow and
light fading?
Here is what I got when I tried to do so. It dosnt look as good as with
scattering media but what do you think?


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Attachments:
Download 'kerze.jpg' (11 KB)

Preview of image 'kerze.jpg'
kerze.jpg


 

From: Kari Kivisalo
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 19:18:37
Message: <3BC6291D.965E395D@engineer.com>
Looks good to me. At first I thought it was rendered in Brazil :)

Feature request: sub surface scattering.

_____________
Kari Kivisalo


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From: Tony[B]
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 19:23:58
Message: <3bc62a0e@news.povray.org>
I wish I knew... possibly the radiosity between the candle and the floor...


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From: Tony[B]
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 19:26:21
Message: <3bc62a9d@news.povray.org>
> To me, Pov scattering makes its work quite well. Inspired by your scene
I'm
> rendering my own try ATM. I'm gonna post it when it's ready.

The problem I faced was that either the light-fading was perfect but the
object was too transparent, or the object was opaque and really bright.


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From: Tony[B]
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 19:28:20
Message: <3bc62b14@news.povray.org>
> Wouldn't it be possible to do that with double_illuminate, no shadow and
> light fading?

My render uses double_illuminate. That's the only way I got the candle to
brighten up along the sides. diffuse 0.5 and double_illuminate. no_shadow is
not right... it's supposed to cast shadows! I also used light fading...

> Here is what I got when I tried to do so. It dosnt look as good as with
> scattering media but what do you think?

Pretty good actually. At least you added a flame. ^_^


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From: Tony[B]
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 19:29:18
Message: <3bc62b4e@news.povray.org>
> Looks good to me. At first I thought it was rendered in Brazil :)

That's quite a compliment coming from you. Thanks! :) I might just put some
more work into it.

> Feature request: sub surface scattering.

BSSRDF for everybody! :-D


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From: Simon
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 12 Oct 2001 02:47:51
Message: <3bc69217@news.povray.org>
> My render uses double_illuminate. That's the only way I got the candle to
> brighten up along the sides. diffuse 0.5 and double_illuminate. no_shadow
is
> not right... it's supposed to cast shadows! I also used light fading...

I use two copys of the object, one with double_illuminate and no shadow and
one with a transparent texture and light attenuation(that's what I wanted to
say with light_fading)
Render time is only a few seconds.

> > Here is what I got when I tried to do so. It dosnt look as good as with
> > scattering media but what do you think?
>
> Pretty good actually. At least you added a flame. ^_^
>
>


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