Hi Samuel,
my guess is a mlpov render with use of shadow_pigment, use of the object on
itself, a nonzero ambient value for nonshadowed and ambient zero for
shadowed parts. For the smooth transition you perhaps used an area light to
define the shadow pigment and a point light for the scene.
Norbert
Samuel Benge wrote:
>I think I have found a new way to simulate subsurface scattering(SSS). I
>have attached an image of an object with a yellowish diffuse and reddish
>SSS.
>
>Can you tell how I did it? I did not use media or photons. I did not use
>double_illuminate.
>
>Four stars to the person who figures it out.
>
>--
>Samuel Benge
>
>stb### [at] hotmailcom
>See my website@: http://www.goldrush.com/~abenge/Top/index.html
>
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