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1 Aug 2024 22:17:20 EDT (-0400)
  Translucency (Message 1 to 3 of 3)  
From: Blue Herring
Subject: Translucency
Date: 8 Feb 2008 14:45:01
Message: <web.47acb0688a6e48bcce5ce3790@news.povray.org>
Hello,
  Nothing brand new here, but lately I've been experimenting with simulating
translucent surfaces using double illuminated objects, especially for things
like  lampshades and light covers and such.  The image here is just a test of
concept.  The thing I find interesting is that the change in illumination
across the sphere is a result of varying the diffuse value of the finish.  The
higher the diffuse the brighter the surface, and the more light emitted (via
radiosity).  This makes sense based on how diffuse and double_illuminate work,
but it also seems to be an interesting way to simulate variation in light
transmittance of a translucent surface.

-The Mildly Infamous Blue Herring


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Attachments:
Download 'ambient_vs_double_i_1_d.png' (182 KB)

Preview of image 'ambient_vs_double_i_1_d.png'
ambient_vs_double_i_1_d.png


 

From: Blue Herring
Subject: Re: Translucency
Date: 8 Feb 2008 15:05:00
Message: <web.47acb4b3e9df0633ce5ce3790@news.povray.org>
Here is the same scene, but without the light source, and the sphere has a
varying ambient finish instead.  Looks nearly the same.  However, I believe it
may be easier to use the double_illuminate/diffuse/light_source combination for
certain types of scenes.  For example uneven lighting on a translucent surface,
which itself has variations in transmittance.

-The Mildly Infamous Blue Herring


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Attachments:
Download 'ambient_vs_double_i_1_a.png' (213 KB)

Preview of image 'ambient_vs_double_i_1_a.png'
ambient_vs_double_i_1_a.png


 

From: nemesis
Subject: Re: Translucency
Date: 8 Feb 2008 15:15:00
Message: <web.47acb762e9df0633c2a1486d0@news.povray.org>
huh.  gives some subsurface scattering look to it.  And so simple! :)


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