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I've been working on this ear to try and get a nice translucency there but it's
not working out like I'd hoped with the RC4 changes; still hacking away at it!
But it got me thinking...
So, Mr. Lipka, what is the possibility of enhancing the SSLT feature by having
multiple layers of SSLT via some translucency_map{} structure? I was thinking
something like a slope map from the surface normal to the object inside center,
as a depth map. It would be amazing to have multiple layers of SSLT materials
with different pigments and depths.
Then for human skin we could have 3 layers: a thick, lowerdermal, blood-red
layer, followed by a thinner, pink, fatty upperdermal layer, and finally a thin
epidermal layer, all with different depths and pigments for each layer. Just
something I've been thinking about that would be a really cool feature.
Cheers
-------------------------------------------------
www.McGregorFineArt.com
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Am 09.03.2012 23:43, schrieb Robert McGregor:
> So, Mr. Lipka, what is the possibility of enhancing the SSLT feature by having
> multiple layers of SSLT via some translucency_map{} structure? I was thinking
> something like a slope map from the surface normal to the object inside center,
> as a depth map. It would be amazing to have multiple layers of SSLT materials
> with different pigments and depths.
>
> Then for human skin we could have 3 layers: a thick, lowerdermal, blood-red
> layer, followed by a thinner, pink, fatty upperdermal layer, and finally a thin
> epidermal layer, all with different depths and pigments for each layer. Just
> something I've been thinking about that would be a really cool feature.
Would be cool indeed, but the math isn't suited for that.
There are papers out there in the wild on how to approximate SSLT in
layered materials, but implementation of that math in POV-Ray is still
quite a way down the road.
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clipka <ano### [at] anonymous org> wrote:
> Would be cool indeed, but the math isn't suited for that.
>
> There are papers out there in the wild on how to approximate SSLT in
> layered materials, but implementation of that math in POV-Ray is still
> quite a way down the road.
Aye; well, I was afraid you would say something like that :(
Regardless, I'm thankful for the fine work you've done on SSLT already, it's a
great addition to POV-Ray's toolset!
Cheers
-------------------------------------------------
www.McGregorFineArt.com
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On 10-3-2012 16:08, Robert McGregor wrote:
> clipka<ano### [at] anonymous org> wrote:
>> Would be cool indeed, but the math isn't suited for that.
>>
>> There are papers out there in the wild on how to approximate SSLT in
>> layered materials, but implementation of that math in POV-Ray is still
>> quite a way down the road.
>
> Aye; well, I was afraid you would say something like that :(
>
> Regardless, I'm thankful for the fine work you've done on SSLT already, it's a
> great addition to POV-Ray's toolset!
I second that enthusiastically!
> -------------------------------------------------
> www.McGregorFineArt.com
>
>
I just took the opportunity to (re)visit your site Robert. What an
impressive collection of art works, especially when seen all together.
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> I just took the opportunity to (re)visit your site Robert. What an
> impressive collection of art works, especially when seen all together.
Thanks very much Thomas :)
-------------------------------------------------
www.McGregorFineArt.com
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