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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.
>
> Here are the major changes from the original:
>
> 1. The shape of the candle has been changed, to resemble a candle that is nearly
> spent: it is hollowed out, and its wall has been burned out on one side.
>
> 2. We have two candles: two identical copies.
>
> 3. A yellowish point light source has been placed in one of the candles, where
> the flame would be. The original scene light has been dimmed.
>
> 4. Subsurface coefficients have been tweaked on the floor, for artistic reasons
> (controlling the brightness of the floor).
>
> The result is a candle that glows from within, more so where bright light hits
> thinner walls of wax. The shape of the lit candle casts a shadow, with direct
> light hitting the marble tiles, where you can see the scattering (note that the
> shadow itself is sharp, from a point light source, as can be seen on the
> rightmost tile at the bottom).
>
> I've not fine-tuned nor optimized the scene: it took over 45 mins to render,
> mostly because of the bright light source (?), and more complicated scene
> geometry. The light is also slightly misplaced, but I wanted to show the
> lighting effects more than I wanted practical realism.
>
> Observations:
> 1. normals at a near-perpendicular angle to the camera ray produce considerably
> dimmed exit rays, likely a consequence of IOR and diffusion.
> 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.
>
> 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.
Wax? I see the cheese! Appetizing! :-)
Thanks for the source.
--
Carlo
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