![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
So this is Zoey the gelatinous dog. It's just scattering media, but the
obvious problem is transparency rather than translucency. The lines in the
dog are the interior contours, as far as I know. Obviously the whole eye
shows through too. I tried this in Blender and the subsurface scattering
doesn't produce these undesireable results, but obviously Blender is a
completely different type of renderer. Is there a better way to go about
this? Furthermore, is there a way to make the media 'show through' the
texture rather than use a transparent texture? It seems scattering media
produces great results for simple convex shapes, but dogs...
- Ricky
Oh, and here's the details:
object{zoey11
uv_mapping
material{
texture{
aoi campoint
texture_map{
[0.0 zoeytex1]
[thresh zoeytex1]
[thresh+0.075 zoeytex2]
[1.0 zoeytex2]
}
}
interior { ior 1.0
media
{
scattering {5, rgb <.7,.9,1>*60 extinction 0.5 eccentricity .3}
intervals 1
samples 15
method 3
}
}
}
hollow //double_illuminate
}
Post a reply to this message
Attachments:
Download 'zoeyss.jpg' (34 KB)
Preview of image 'zoeyss.jpg'
![zoeyss.jpg](/povray.binaries.images/attachment/%3Cweb.46497fe5a25863da401324710%40news.povray.org%3E/zoeyss.jpg?ttop=443866&toff=3850&preview=1)
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"triple_r" <rre### [at] hotmail com> wrote:
> So this is Zoey the gelatinous dog. It's just scattering media, but the
> obvious problem is transparency rather than translucency. The lines in the
> dog are the interior contours, as far as I know. Obviously the whole eye
> shows through too. ...
I could be way off base here with this suggestion, since I don't know how
many separate parts there are to Zoey the dog. But I've run into
sort-of-similar problems myself, trying to eliminate rear surfaces on
translucent objects. But the idea would be to add an interior_texture
{rgbt 1} to each and every part. This effectively eliminates "rear
surfaces" on the objects (by making them invisible or transparent to the
camera.) I don't know if this would work, though, by simply applying it
once to the entire dog object.
Just a thought. Sorry I can't be more specific.
Ken W.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Hi Ricky!
Very cool dog you modeled there :)
And also good looking on the subsurface scattering, I didn't even notice the
mentioned flaws.
I would try to play with the ior setting to prevent the transparent
appereance. You can try some (unreasonable) values between negative and
positive upto 3 or so, and see how it feels. The point is, this can make
the ray take a much longer journey through the object at the edges than ior
1, where it goes strait through. Also in this way you cant directly make out
that the object is transparent because of the refraction its more diffecult
to recognize the things shining through (they are visible at totally other
places). This can make the object look more hard or real I think.
Blessings,
Simon
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Kenneth" <kdw### [at] earthlink net> wrote:
> ...the idea would be to add an interior_texture
> {rgbt 1} to each and every part.
Oops-- that should be
interior_texture{pigment{color rgbt 1}}
Ken
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |