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Robert McGregor schrieb:
> Well, she's pretty big - my PoseRay generated include file is 40.7 MB. I have a
> zip file of her that's 11.4 MB if you want it.
I'd love to - after all, she's such a gorgeous beauty for showing off
SSLT, ain't she?
You're sure that doesn't go against the licensing?
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clipka <ano### [at] anonymous org> wrote:
> Robert McGregor schrieb:
> > Well, she's pretty big - my PoseRay generated include file is 40.7 MB. I have a
> > zip file of her that's 11.4 MB if you want it.
>
> I'd love to - after all, she's such a gorgeous beauty for showing off
> SSLT, ain't she?
>
> You're sure that doesn't go against the licensing?
Sure, no problem - here's what it says on the Stanford Model Repository web site
(http://graphics.stanford.edu/data/3Dscanrep/):
"You are welcome to use the data and models for research purposes. You are also
welcome to mirror or redistribute them for free. Finally, you may publish
images made using these models, or the images on this web site, in a scholarly
article or book - as long as credit is given to the Stanford Computer Graphics
Laboratory. However, such models or images are not to be used for commercial
purposes, nor should they appear in a product for sale (with the exception of
scholarly journals or books), without our permission."
I just uploaded her to my web site at:
http://www.mcgregorfineart.com/zip/Lucy_POV_geom.zip
And make sure you post some shots so I can see how she's *supposed* to look <g>
Cheers,
Rob
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clipka <ano### [at] anonymous org> wrote:
> SSLT is still very, very alpha stage, and just hasn't had the time to be
> integrated with features such as textures, photons or what-have-yous.
> The time will come, I promise :-)
>
> You can try layered textures though, with a filtering layer over the
> SSLT one. I guess that should work.
Okay, I've played with layering, averaging, etc. for hours now with not great
results :(
While I love the overall effect it is quite difficult to tame (at least for me,
right now). Anyway, since it's still in the alpha stage here is a suggestion of
what would make sense for me SDL-wise: localize the effect per-material.
If the feature was localized per material with a simple scale of SSLT
blend-amount (0-1, like basic reflection) it would become very easy to control
and blend with the pigment. Likewise, a localized samples param (like media)
and scattering distance would give full control of the overall quality (or lack
thereof, useful for quick tests) of the effect, something like:
material {
texture {
pigment { MyPigment }
finish {
diffuse ff
subsurface {
<RgbScatteringCoefficient>,
<RgbAbsorptionCoefficient>,
ScatteringDistance
PigmentBlendAmount // 0-1
Samples nn
}
}
}
interior {ior ff}
}
Of course I haven't seen your code and don't know if this would even work well
with what you've written so far, but it sure would make the feature much more
predictable and controllable IMO.
Just food for thought, trying to think of general use scenarios and how I would
like to be able to use the feature in my own scenes.
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Robert McGregor schrieb:
> Just food for thought, trying to think of general use scenarios and how I would
> like to be able to use the feature in my own scenes.
That's why the feature has been released "into the wild" already, so
your feedback is much appreciated.
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This object has it's own magic. It looks great! Well-done!
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