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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.
Post a reply to this message
Attachments:
Download 'candle02.jpg' (8 KB)
Preview of image 'candle02.jpg'

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Sollee. I have my doubts as to whether that's coming up, at least not until
maybe version 4.5
"Tony[B]" <ben### [at] catholic org> wrote in message
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.
>
>
>
Post a reply to this message
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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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Maybe.. But judging from your description of the techniques involved, it
won't be that simple to implement.
"Tony[B]" <ben### [at] catholic org> 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.
>
>
Post a reply to this message
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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>
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> 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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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] catholic org> 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.
>
>
>
Post a reply to this message
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> 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?
Post a reply to this message
Attachments:
Download 'kerze.jpg' (11 KB)
Preview of image 'kerze.jpg'

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Looks good to me. At first I thought it was rendered in Brazil :)
Feature request: sub surface scattering.
_____________
Kari Kivisalo
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I wish I knew... possibly the radiosity between the candle and the floor...
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> 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.
Post a reply to this message
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> 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. ^_^
Post a reply to this message
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> 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
Post a reply to this message
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> 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. ^_^
>
>
Post a reply to this message
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