POV-Ray : Newsgroups : povray.binaries.images : Flower and Metal WIP2 Server Time
2 Aug 2024 16:21:39 EDT (-0400)
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From: Tom York
Subject: Re: Flower and Metal WIP2
Date: 28 Jul 2007 14:25:02
Message: <web.46ab897ab0007a277d55e4a40@news.povray.org>
"Rune" <new### [at] runevisioncom> wrote:
> Hmm. If I just make the blob components larger, the artifacts mostly
> disappear. However, if I scale the whole blob down to compensate, they
> reappear. I am reluctant to scaling my entire scene up at this point - it
> would be an ugly hack. Thanks for the suggestion though.

Yes. Sorry, I have no other ideas.

> I don't think AOI can fake SSS except for very simple shapes like spheres,
> cylinders and other completely convex shapes...? Even for those, it would
> work only if the light comes almost from behind. It's the same reason you
> can't use AOI to simulate shading of clouds. It's just not very related.

You are probably right, I've never tried it; I was thinking too much of
candles/candle wax (although the AOI pattern will accept an arbitrary
vector to measure incidence against, so you're not necessarily limited to
light positions in line with the camera).

Tom


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From: Christoph Hormann
Subject: Re: Flower and Metal WIP2
Date: 30 Jul 2007 02:12:26
Message: <46ad814a$1@news.povray.org>
Rune schrieb:
> 
> I tried to use subsurface scattering (sss) for the pistil and stamens but it 
> is behaving oddly. It creates bright pixels near the edge of the object, and 
> it also seem that blobs with sss look brigher than sphere_sweep with sss for 
> some reason. The bright end of the pistil is a blob while the rest is a 
> (straigt for now) sphere_sweep. I'm considering just dropping sss when it 
> creates so much trouble.

You might try using an isosurface blob instead - i don't know how much 
slower it would be but at least you would see if the problem is related 
to the blob shape or not.

-- Christoph


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