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So, now I'm just fooling around with the new feature. This is the
subsurface scene file with the objects changed, a bit.
No other way to describe it: a hideous green cylindrical lamp, made of
translucent glass. Looks like something out of the 1970's
One with the light off, one with the light on hideous in both modes. ;)
Enjoy.
--
~Mike
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Attachments:
Download 'lamp_a.jpg' (21 KB)
Download 'lamp_b.jpg' (22 KB)
Preview of image 'lamp_a.jpg'
Preview of image 'lamp_b.jpg'
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Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> So, now I'm just fooling around with the new feature. This is the
> subsurface scene file with the objects changed, a bit.
>
> No other way to describe it: a hideous green cylindrical lamp, made of
> translucent glass. Looks like something out of the 1970's
>
> One with the light off, one with the light on hideous in both modes. ;)
Hideous indeed - but at least it obviously subsurface-scatters :P
Did you toy around with the raw coefficients, or use the macro I posted some
days ago?
> Enjoy.
I'll try to ;)
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clipka wrote:
>
> Hideous indeed - but at least it obviously subsurface-scatters :P
Yep. I have a scene that's using media for SSS, and may try this new
feature on it. I'm hoping for at least a moderate speed-up.
> Did you toy around with the raw coefficients, or use the macro I posted some
> days ago?
>
I was messing with the raw coefficients. :)
>
>> Enjoy.
>
> I'll try to ;)
>
>
--
~Mike
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clipka wrote:
> Did you toy around with the raw coefficients, or use the macro I posted some
> days ago?
I can't seem to get the macro to cooperate... It renders the object with
a black surface
--
~Mike
Post a reply to this message
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Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> clipka wrote:
>
> > Did you toy around with the raw coefficients, or use the macro I posted some
> > days ago?
>
> I can't seem to get the macro to cooperate... It renders the object with
> a black surface
Any debug output?
Post a reply to this message
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clipka wrote:
> Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
>> clipka wrote:
>>
>>> Did you toy around with the raw coefficients, or use the macro I posted some
>>> days ago?
>> I can't seem to get the macro to cooperate... It renders the object with
>> a black surface
>
> Any debug output?
>
>
Subsurface(<1,1,1>, <.9,.5,.1> 1.5)
Produces this:
subsurface {
<100000000000000000.0000,100000000000000000.0000,100000000000000000.0000>,<
0.0000, 0.0000, 0.0000> }
Parse Warning: Divide by zero.
Parse Warning: Divide by zero.
Parse Warning: Divide by zero.
--
~Mike
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Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> Subsurface(<1,1,1>, <.9,.5,.1> 1.5)
Ah, yes... as with so many experimental features, this macro still lacks a
proper documentation:
What you're telling the macro to achieve here is come up with realistic material
properties for a 100% diffusely reflecting material. For this, the macro has
only one reasonable solution:
> subsurface {
> <100000000000000000.0000,100000000000000000.0000,100000000000000000.0000>,<
> 0.0000, 0.0000, 0.0000> }
> Parse Warning: Divide by zero.
> Parse Warning: Divide by zero.
> Parse Warning: Divide by zero.
But yes, of course! A material with mind-boggingly high scattering coefficient
and no absorption should do...
.... unfortunately, that screws the SSLT algorithm ;)
So better try something like <0.99,0.99,0.99> for the apparent color (which is
still atypically bright for any subsurface scattering material).
Post a reply to this message
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Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> So, now I'm just fooling around with the new feature. This is the
> subsurface scene file with the objects changed, a bit.
>
> No other way to describe it: a hideous green cylindrical lamp, made of
> translucent glass. Looks like something out of the 1970's
>
> One with the light off, one with the light on hideous in both modes. ;)
>
> Enjoy.
> --
> ~Mike
I like the transition of colors. :-)
--
Carlo
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