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"MessyBlob" <nomail@nomail> wrote:
> This is slightly modified from the subsurface.pov example provided in POV-Ray
> 3.7 Beta 32.
Nice one, I like it.
> Observations:
> 1. normals at a near-perpendicular angle to the camera ray produce considerably
> dimmed exit rays, likely a consequence of IOR and diffusion.
I guess so, yes. However, it also depends on the angle at which the incident
light hits the surface.
> 2. There's a glitch of a few blue pixels in the inner part of the bright candle,
> which could be put down to errors in the blob evaluation, rather than the SSLT
> algorithm.
I guess it might actually be both: The blob causing the glitches in the first
place, and the SSLT algorithm causing them to be strongly colored.
> If it's good enough, I'd be happy for this to be included in standard
> distrubition, if someone wants to optimize it to render faster.
Well, *I* would want to optimize the *code* to render it faster ;)
I really like the scene. It's not as dull as my original one, so I'd be glad to
see it replaced ;) (provided that it's not too complicated of course, so that
the SSLT stuff can still be found amidst everything :P)
Now all I'm missing in that scene is some area light... darn, I guess I won't
die of boredom the next couple of months >_<
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