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have an image
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Attachments:
Download 'nadia4 pov 3.jpg' (49 KB)
Preview of image 'nadia4 pov 3.jpg'

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z99### [at] bellsouth net news:3fec1a62@news.povray.org
> have an image
Um... wow o_O is it done in pov :) ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Great skin too ! Eyes are like eyes seen in Final Fantasy... Just a
little bit too reflectives I think...
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Only question I've got, howjadoit?
Greybeard
"Tim Cook" <z99### [at] bellsouth net> wrote in message
news:3fec1a62@news.povray.org...
> have an image
> --
> Tim Cook
> http://home.bellsouth.net/p/PWP-empyrean
Post a reply to this message
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Wow, I love those eyes, Tim! However, the skin looks a bit off.. I bet
some subsurface scattering would fix that :)
George
On Fri, 26 Dec 2003 06:26:43 -0500, Tim Cook <z99### [at] bellsouth net> wrote:
> have an image
--
Using M2, Opera's revolutionary e-mail client: http://www.opera.com/m2/
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Subsurface Scattering via media! Those kind of effects could be achieved
with media sss. Neat effect, Tim.
Tim Cook wrote:
> have an image
>
> ------------------------------------------------------------------------
>
--
Samuel Benge
stb### [at] hotmail com
See my website@: http://www.goldrush.com/~abenge/Top/index.html
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"Samuel Benge" <sbe### [at] hotmail com> a ‚crit dans le message de
news:3FE### [at] hotmail com...
> Subsurface Scattering via media! Those kind of effects could be achieved
> with media sss.
The problem is that using media sss on an mesh having an internal structure
often gives ugly results due to the shadows cast by these structures. The
face of a Poser model such as this one contains a lot of these structures
(nose, eyes, mouth), so the sss only works OK on the simpler body parts and
only when they have enough polys (which caused me a lot of trouble for the
ISS image last year) :(
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Gilles Tran wrote:
> The problem is that using media sss on an mesh having an internal structure
> often gives ugly results due to the shadows cast by these structures. The
> face of a Poser model such as this one contains a lot of these structures
> (nose, eyes, mouth), so the sss only works OK on the simpler body parts and
> only when they have enough polys (which caused me a lot of trouble for the
> ISS image last year) :(
Indeed. Plus, using media sss does some...interesting things with
the eyelashes and eyebrows, causing bothersome artifacts with
transparency areas. If there were some way to not export the mouth
inner parts in Poser, I'd do it, but there isn't, and I don't feel
like doing mesh-diving to physically excise the appropriate data from
the converted include file.
(By the way, Daz Studio alpha is out, and although it still uses a
proprietary interface [why can't they use regular Windows interface
components? it would use that much less of the computer's resources
in a program that needs all the oomph it can get] it is much more
streamlined than Poser's, and its material manager is better, too...
*shivers at the horror that is Poser 5's material setup* Oh yeah...
you can select multiple materials at the same time to change this
or that property in DS. I have NO idea why the skin is set up into
different zones, since if you give them different material properties
they'll end up with sharp divisions in 'em...should just be a texture
for the mesh for 'skin'. :P)
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Beautiful, but perhaps a bit too reflective-- can't appreciate the actual
pigments....
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gregj;-)565### [at] aol com news:3fed994d$1@news.povray.org
> Beautiful, but perhaps a bit too reflective-- can't appreciate the actual
> pigments....
>
Probably... but personaly I do like this artistic effect
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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On Fri, 26 Dec 2003 16:09:56 -0500, Tim Cook <z99### [at] bellsouth net> wrote:
> If there were some way to not export the mouth
>inner parts in Poser, I'd do it, but there isn't, and I don't feel
>like doing mesh-diving to physically excise the appropriate data from
>the converted include file.
As a reminder, Tim. If you convert the obj with 3DWin (i/p option by usemtl) it
will separate the mesh into:
object{ P_skin }
object{ P_nipple }
object{ P_lips }
object{ P_eyeBrow }
object{ P_innerMouth }
object{ P_tongue }
object{ P_teeth }
object{ P_lashes }
object{ P_pupil }
object{ P_iris }
object{ P_eyeball }
object{ P_fingerNails }
object{ P_toenail }
Then you can leave out what you want. IIRC earlier versions of PoseRay can do
the sameor similar.
BTW Nice eyes.
Regards
Stephen
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Stephen McAvoy wrote:
> As a reminder, Tim. If you convert the obj with 3DWin (i/p option by usemtl) it
> will separate the mesh into:
> [snip]
> Then you can leave out what you want. IIRC earlier versions of PoseRay can do
> the sameor similar.
Perhaps, but the matter is not concerning enough to warrant spending
the money to buy 3DWin; I was a good boy and actually gave Lutz the
euros for a legitimate copy of Moray, that's about all the purchasing
of software I can handle in half a year...morally, at least ;)
Besides, at the moment I'm more concerned that I need an interesting
environment, for which with the trivialities of subsurface scattering
will be, at least when the image is taken as a whole, be made
irrelevant.
*beep*
The time is now...06:18:00 EST.
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On Sun, 28 Dec 2003 06:18:00 -0500, Tim Cook <z99### [at] bellsouth net> wrote:
>Perhaps, but the matter is not concerning enough to warrant spending
>the money to buy 3DWin; I was a good boy and actually gave Lutz the
>euros for a legitimate copy of Moray, that's about all the purchasing
>of software I can handle in half a year...morally, at least ;)
I know what you mean. If Lutz hadn't put that damn nag screen on Moray I don't
know what I would have done. That and 3DWin are the only things I've bought from
the net.
>Besides, at the moment I'm more concerned that I need an interesting
>environment, for which with the trivialities of subsurface scattering
>will be, at least when the image is taken as a whole, be made
>irrelevant.
Again I know what you mean. One of these days I'll start working on textures :-}
Regards
Stephen
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Gilles Tran wrote:
> "Samuel Benge" <sbe### [at] hotmail com> a ‚crit dans le message de
> news:3FE### [at] hotmail com...
>
>>Subsurface Scattering via media! Those kind of effects could be achieved
>>with media sss.
>
>
> The problem is that using media sss on an mesh having an internal structure
> often gives ugly results due to the shadows cast by these structures. The
> face of a Poser model such as this one contains a lot of these structures
> (nose, eyes, mouth), so the sss only works OK on the simpler body parts and
> only when they have enough polys (which caused me a lot of trouble for the
> ISS image last year) :(
>
Two things. It seems to me that sub-surface scattering in flesh is a
slightly different issue than in, say, wax. The wax is translucent and
monochromatic. The particular look of flesh is more involved, what with
skin pigmentation, skin translucency, and the color(s) of underlaying
tissues, blood vessels and so on. I heard one commenter observe that
the particular glow if Marilyn Monroe's complexion was due to the fine
fuzz of hair on her face which could "hold" the light.
Gilles, you did some early experiments with Povman and skin shaders.
Can you tell us in what way it fell short for you? I mean to give it
another try if I can dig up the patch, but I would be interested in what
your thoughts are on it.
-Jim
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z99### [at] bellsouth net news:3fec1a62@news.povray.org
> have an image
This image do use SSS? Can You please post same image without it - to
compare?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Post a reply to this message
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have another image. 5 hours rendertime.
Post a reply to this message
Attachments:
Download 'nadia body 2.jpg' (30 KB)
Preview of image 'nadia body 2.jpg'

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Whats her phone number?.... or does one visit a website directly to "turn
her on"?
Sorry... sick joke of the day... ;`|)
Very nice image btw. :)
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.555 / Virus Database: 347 - Release Date: 23/12/03
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"Jim Charter" <jrc### [at] msn com> a écrit dans le message de
news:3fefc08e@news.povray.org...
> Two things. It seems to me that sub-surface scattering in flesh is a
> slightly different issue than in, say, wax. The wax is translucent and
> monochromatic. The particular look of flesh is more involved, what with
> skin pigmentation, skin translucency, and the color(s) of underlaying
> tissues, blood vessels and so on.
Exactly. In fact, media sss works as it should, it's just that actual skin
structures are not those of a Poser model (fortunately). It works on fingers
or ears, but the entire face is a problem. I'm under the impression that
even a good approximation of this would be just too costly, at least for the
type of machines most of us are using.
> Gilles, you did some early experiments with Povman and skin shaders.
> Can you tell us in what way it fell short for you? I mean to give it
> another try if I can dig up the patch, but I would be interested in what
> your thoughts are on it.
The main problem, actually, was that they were linked to a specific version
of a specific patch and at one point I just wanted to use 3.5... The old
patch dilemma. In any case I think that the skin shaders (and the whole
renderman shader support) are a great idea, but they obviously needed a lot
of additional work to be completely usable. They worked well but only in a
specific set of lighting conditions and I didn't know enough of the theory
and of the shading language to modify them myself. Skin is a extremely
complex and variable material, and a complete skin shader should be able to
reflect (no pun intended) this.
Here are some quick tests with Vicky 3 and her hi-res textures and bump
maps:
Regular POV 3.5, 3-point lighting :
http://www.oyonale.com/histoire/images/vicky3_test.jpg
MLPov, Kitchen probe HDRI lighting
:http://www.oyonale.com/histoire/images/vicky3_hdri_test.jpg
I tend to believe that POV-Ray code could make good skin textures but more
control is needed on the finish. What I think is missing is the possibility
to tweak specularity by having more control on the falloff curve and on the
illumination type. Also sorely missing in regular POV is an angle of
incidence pattern (it's in MLPov) which is extremely useful for more more
things than reflection (where it exists in 3.5). Below is the same Vicky,
this time in Cinema 4D with HDRI and specularity and aoi tweaks. It could be
better but it's getting there (and I'm a newbie so there's ample room for
progress).
http://www.oyonale.com/histoire/images/vicky3_hdri_c4d_test.jpg
Below are details of a series of images I did in POV-Ray 3.5 recently (the
images themselves are not on the site yet), where the characters' skin or
fur were rendered with a faked aoi texture using a slope map linked to the
camera:
http://www.oyonale.com/ldc/images/grandrue_est_bleu_detail1.jpg
http://www.oyonale.com/ldc/images/grandrue_est_detail1.jpg
Note that these images are less "genuine" than the previous tests, since
there was a lot of artifact removal post-render and some compositing.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Nice model... great !
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