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"triple_r" <nomail@nomail> wrote:
> It's really only surface scattering, rather than subsurface scattering, but
> here's the montecarlo approach. In summary,
>
> 1) Only lighting is HDR image.
> 2) Single object with one uniform texture
> 3) Interior is absorbing media
> 4) Surface has diffuse reflection and diffuse refraction
> 5) Surface has transmit (1-eps) and diffuse 1/eps
> ( This maintains diffuse=1 since (1/eps) * (1-(1-eps)) = 1 )
>
> This works well for thin features, but won't work well for smooth transitions
> like a sharp light on a sphere. That is, unless a second sphere is placed
> below the surface so that some subsurface scattering actually occurs.
>
> Another random MCPov tip: render large. Scaling down decreases noise, but you
> can't ever scale up. In other words, it would be larger, but my computer went
> to sleep overnight.
>
> - Ricky
The image is very dark on my monitor.
But it is very promising!
Cool! ;-)
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