POV-Ray : Newsgroups : povray.binaries.images : Faking BSSRDF with BRDF... [7.45kbu] Server Time
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From: Tony[B]
Subject: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 14:38:21
Message: <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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Attachments:
Download 'candle02.jpg' (8 KB)

Preview of image 'candle02.jpg'
candle02.jpg


 

From: Mahalis
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 14:55:14
Message: <3bc5eb12$1@news.povray.org>
Sollee. I have my doubts as to whether that's coming up, at least not until
maybe version 4.5

"Tony[B]" <ben### [at] catholicorg> 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.
>
>
>


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From: Tony[B]
Subject: Re: Faking BSSRDF with BRDF... [7.45kbu]
Date: 11 Oct 2001 15:11:07
Message: <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: 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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