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clipka <ano### [at] anonymous org> wrote:
> ... and if you don't shove the camera right up her face, the facial
> proportions look a bit more realistic (previous shot was at 0.5m
> distance, this one is at 2.4m) :-)
nice SSS skin, a bit too watery eyes
you know, I really think focal blur would add a lot in terms of realism here:
edges on the neck and ears are never supposed to look that sharp...
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Am 03.01.2013 04:08, schrieb nemesis:
> clipka <ano### [at] anonymous org> wrote:
>> ... and if you don't shove the camera right up her face, the facial
>> proportions look a bit more realistic (previous shot was at 0.5m
>> distance, this one is at 2.4m) :-)
>
> nice SSS skin, a bit too watery eyes
As a matter of fact there's no SSLT involved in the skin; it doesn't
currently go along well with bump maps, and the bumps are pretty
important here.
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Here's Julie with blue eyes and wearing Justin's face textures (he has
bushier eyebrows and slightly different lips).
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On 3-1-2013 4:16, clipka wrote:
> As a matter of fact there's no SSLT involved in the skin; it doesn't
> currently go along well with bump maps, and the bumps are pretty
> important here.
>
The bump map is excellent indeed. Is it coming with the package or have
you made one yourself? I ask because more often than not, bump maps are
either not present or of less than average quality.
Thomas
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Am 03.01.2013 10:08, schrieb Thomas de Groot:
> On 3-1-2013 4:16, clipka wrote:
>> As a matter of fact there's no SSLT involved in the skin; it doesn't
>> currently go along well with bump maps, and the bumps are pretty
>> important here.
>>
> The bump map is excellent indeed. Is it coming with the package or have
> you made one yourself? I ask because more often than not, bump maps are
> either not present or of less than average quality.
This one is right from the Young Teens 5 package.
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Here's Julie once again without SSLT...
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... and with SSLT, including bump mapping.
Note how the SSLT turns out good for the shadow line, but causes
artifacts on her cheek which still demand fixing (or subdividing the
mesh further).
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![julieandjustin_pov_scene_2013-01-08_0703.png](/povray.binaries.images/attachment/%3C50ebba98%40news.povray.org%3E/julieandjustin_pov_scene_2013-01-08_0703.png?preview=1)
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Am 08.01.2013 07:19, schrieb clipka:
> .... and with SSLT, including bump mapping.
>
> Note how the SSLT turns out good for the shadow line, but causes
> artifacts on her cheek which still demand fixing (or subdividing the
> mesh further).
... but another patch can fix that, too. (Besides, it also removes a few
non-SSLT-related artifacts from the face outline, so I guess I'm doing
something fundamentally right there.)
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On 9-1-2013 0:11, clipka wrote:
> Am 08.01.2013 07:19, schrieb clipka:
>> .... and with SSLT, including bump mapping.
>>
>> Note how the SSLT turns out good for the shadow line, but causes
>> artifacts on her cheek which still demand fixing (or subdividing the
>> mesh further).
>
> ... but another patch can fix that, too. (Besides, it also removes a few
> non-SSLT-related artifacts from the face outline, so I guess I'm doing
> something fundamentally right there.)
>
Impressive indeed.
Thomas
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Green eyes must look magic. nd then it's time for the hair.
My compliments, I haven't seen often such a good result, if it comes to humans
in raytracing.
What's next? Ancient Roman world with their thousands of professions, dresses,
and heritages?
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